- -

Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success

Mostrar el registro sencillo del ítem

Ficheros en el ítem

dc.contributor.author Gómez-Ejerique, C. es_ES
dc.contributor.author López-Cantos, F. es_ES
dc.date.accessioned 2019-05-20T10:21:43Z
dc.date.available 2019-05-20T10:21:43Z
dc.date.issued 2019-05-20
dc.identifier.uri http://hdl.handle.net/10251/120729
dc.description.abstract [EN] The new teaching techniques based on avant-garde methodologies aimed at enhancing student learning are being promoted at all levels of education for a few decades, integrating the significant advances that are taking place in different scientific disciplines, including from the areas of psychology basic and group up to the most effective techniques of talent management and organizations.In the present work, we review the teaching-learning techniques and methodologies that we consider most efficient at present, with examples that show their suitability for current teaching. The application and effectiveness of coaching and gamification techniques and the innovative pedagogical strategies integrated in the so-called flipped classroom are analyzed. The results obtained with the application of these methodologies allow us to conclude that the analyzed pedagogical tools are ideal to increase the learning capacities and personal development of the students. es_ES
dc.language Inglés es_ES
dc.publisher Universitat Politècnica de València
dc.relation.ispartof Multidisciplinary Journal for Education, Social and Technological Sciences
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Education theory es_ES
dc.subject Teaching methodologies es_ES
dc.subject Coaching es_ES
dc.subject Gamification es_ES
dc.subject Flipped-classroom es_ES
dc.title Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success es_ES
dc.type Artículo es_ES
dc.date.updated 2019-05-20T09:56:43Z
dc.identifier.doi 10.4995/muse.2019.9959
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Gómez-Ejerique, C.; López-Cantos, F. (2019). Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success. Multidisciplinary Journal for Education, Social and Technological Sciences. 6(1):46-70. https://doi.org/10.4995/muse.2019.9959 es_ES
dc.description.accrualMethod SWORD es_ES
dc.relation.publisherversion https://doi.org/10.4995/muse.2019.9959 es_ES
dc.description.upvformatpinicio 46 es_ES
dc.description.upvformatpfin 70 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 6
dc.description.issue 1
dc.identifier.eissn 2341-2593
dc.description.references Albrecht, C.S. (2012). The game of Happiness. Gamification of positive activity interventions. Maastricht University. Maastricht, The Netherlands. es_ES
dc.description.references Baker, J. W. (2000). "The classroom flip: Using web course management tools to become the guide by the side." Selected Papers from the 11th International Conference on College Teaching and Learning. 2000. es_ES
dc.description.references Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W.H. Freeman. es_ES
dc.description.references BBVA Innovation Edge (2012). Gamificación, el negocio de la diversión, 3, 1- 65. es_ES
dc.description.references Bruns, B. and Luque, J.. (2014). Profesores Excelentes: Cómo mejorar el aprendizaje en América Latina y el Caribe. Washington, DC: World Bank. es_ES
dc.description.references Chi, M., Glaser, R. and Farr, M. (1988). The Nature of Expertise. Ed. L. Erlbaum Associates. es_ES
dc.description.references Chorney, Alan I. (2012). "Taking the game out of gamification", Dalhousie Journal of Interdisciplinary Management, 8, 1-14. https://doi.org/10.5931/djim.v8i1.242 es_ES
dc.description.references Claxton, G. (2008). What's the point of school? Rediscovering the heart of education. Oxford: Oneworld. es_ES
dc.description.references Diaz, J. and Troyano, Y. (2013). "El pontencial de la gamificación aplicado al ámbito educativo", III Jornadas de Innovación Docente. Innovación Educativa: respuesta en tiempos de incertidumbre. University of Sevilla. es_ES
dc.description.references Esquivias Serrano, M. (2004). "Creatividad: definiciones, antecedentes y aportaciones", Revista Digital Universitaria, 1 (5). es_ES
dc.description.references Gros, B. (2007). Videojuegos y aprendizaje. Barcelona: Graó. es_ES
dc.description.references Hargreaves, D. (2004-2006). Personalising Learning. Pamphlet, Series. London: Specialist Schools Trust. es_ES
dc.description.references Harvard Business Essentials (2005). Coaching y Mentoring: cómo desarrollar el talento de alto nivel y conseguir mejores resultados. Barcelona: Editiones Deusto. es_ES
dc.description.references Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: John Wiley & Sons. https://doi.org/10.1145/2207270.2211316 es_ES
dc.description.references Neisser, U. (1976). Psicología Cognoscitiva. Editorial Trillas: México. es_ES
dc.description.references Padilla, S.; Halley, F. and Chantler, J.C. (2011). "Improving Product Browsing whilst Engaging Users", Digital Engagement, 11, 15-17. es_ES
dc.description.references Pérez Rodríguez, P. M. (2004). "Revisión de las teorías del aprendizaje más sobresalientes del siglo XX", Tiempo de Educar, 10 (5), julio-diciembre, 2004, pp. 39-76. es_ES
dc.description.references Prieto Gil, A. (2010). «La pirámide del Aprendizaje». E-Innova BUCM. es_ES
dc.description.references Piaget, J. (1968). Genetic Epistemology. Columbia University Press. USA. es_ES
dc.description.references Rogers, C. (1961). El proceso de convertirse en persona. Buenos Aires: Ed. Paidós. es_ES
dc.description.references Sams, A., Bergmann, J. et al. (2014). Flipped Learning Network (FLN). The Four Pillars of F-L-I-P. es_ES
dc.description.references Strayer, J. (2014). "How Learning in an Inverted Classroom Influences Cooperation, Innovation and Task Orientation", Learning Environments Research 15.2, 171-193. https://doi.org/10.1007/s10984-012-9108-4 es_ES
dc.description.references Wang, Q. (2012). "Coaching for Learning: Exploring Coaching Psychology in Enquiry-Based Learning and Development of Learning Power in Secondary Education', Procedia - Social and Behavioral Sciences, 69, 177-86. https://doi.org/10.1016/j.sbspro.2012.11.397 es_ES
dc.description.references Wolk, L. (2007). Coaching: el arte de soplar brasas. Buenos Aires: Gran Aldea Editores GAE. es_ES
dc.description.references Zichermann, G. and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Cambridge, MA: O'Reilly Media es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem