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dc.contributor.authorGómez Carrasco, Cosme Jesús-
dc.contributor.authorMonteagudo Fernández, José-
dc.contributor.authorMoreno Vera, Juan Ramón-
dc.contributor.authorSainz Gómez, Marta-
dc.date.accessioned2025-01-13T09:34:32Z-
dc.date.available2025-01-13T09:34:32Z-
dc.date.issued2020-07-16-
dc.identifier.citationPLoS ONE, 2020, Vol. 15, Issue 10 : e0241892es
dc.identifier.urihttp://hdl.handle.net/10201/148284-
dc.description© 2020 Gómez Carrasco et al. This manuscript version is made available under the CC-BY 4.0 license http://creativecommons.org/licenses/by/4.0/ This document is the Published Manuscript version of a Published Work that appeared in final form in PLoS ONE. To access the final edited and published work see https://doi.org/10.1371/journal.pone.0241892-
dc.description.abstractRecent years have witnessed the arrival of new methodological horizons in teacher training. Technological resources and mobile connections play a major role in these studies. At the same time, there is a focus on play to increase commitment and motivation. It is in this context that gamification and flipped-classroom strategies have arisen. This paper presents the results of a training program with future Primary Education teachers using gamification and flipped-classroom strategies and techniques. The aim was that teachers in training acquire competences in proposing innovative teaching units. The learning achieved through the program was evaluated by collecting perceptions via a questionnaire and using an observation scale of the didactic units designed. The program was implemented in four classroom groups (N = 210) at the University of Murcia (Spain). Descriptive statistics are shown; mean tests (t of Student and ANOVA of one factor); non-parametric tests (U-Mann Whitney test); and Pearson correlations between subscales. The data show a very positive assessment of the learning achieved and the strategies applied in the training program. The learning outcomes were satisfactory, although lower than perceived. Some differences between class groups and gender are discussed, and some weaknesses of the program are pointed out.es
dc.formatapplication/pdfes
dc.format.extent19es
dc.languageenges
dc.publisherPublic Library of Science-
dc.relationFundación Seneca [20638 /JLI /18], Ministerio de Ciencia, Innovación y Universidades [PGC2018-094491-B-C33] y Universidad de Murcia a través del proyecto de innovación "Flipped-classroom y gamificación en la asignatura Metodología didáctica para la enseñanza de las Ciencias Sociales" con base a la resolución rectoral R-695/2018es
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectGamificationes
dc.subjectFlipped classroom-
dc.subjectTeacher education-
dc.subjectSocial sciences teaching-
dc.subject.otherCDU::3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo librees
dc.titleEvaluation of a gamification and flipped-classroom program used in teacher training:Perceptionof learningand outcomees
dc.typeinfo:eu-repo/semantics/articlees
dc.relation.publisherversionhttps://journals.plos.org/plosone/article?id=10.1371/journal.pone.0236083-
dc.identifier.doihttps://doi.org/10.1371/journal.pone.0241892-
dc.contributor.departmentDidáctica de las Ciencias Matemáticas y Sociales-
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