Nonscientific University Students Training in General Science Using an Active-Learning Merged Pedagogy: Gamification in a Flipped Classroom

被引:41
作者
Zamora-Polo, Francisco [1 ,2 ]
Corrales-Serrano, Mario [3 ]
Sanchez-Martin, Jesus [3 ]
Espejo-Antunez, Luis [4 ]
机构
[1] Univ Seville, Escuela Politecn Super, Dept Ingn Diseno, Seville 41011, Spain
[2] Univ Extremadura, Dept Ingn Mecan Energet & Mat, Badajoz 06006, Spain
[3] Univ Extremadura, Fac Educ, Dept Didact Ciencias Expt & Matemat, Badajoz 06006, Spain
[4] Univ Extremadura, Fac Med, Dept Terapeut Med Quirurg, Badajoz 06006, Spain
来源
EDUCATION SCIENCES | 2019年 / 9卷 / 04期
关键词
gamification; science education; technology education; flipped classroom; active learning methods; higher education; PROSPECTIVE PRIMARY TEACHERS; EMOTIONS;
D O I
10.3390/educsci9040297
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies were combined with a flipped classroom in order to free up in-class time and engage the students with the taught courses. A qualitative study was merged with quantitative measures of emotional and motivational parameters. These results were improved with four semistructured interviews. The results clearly showed a rise in the students' motivational levels, an acknowledgment of good teaching practices, and an evident enhancement of felt positive emotions toward science teaching and scientific issues.
引用
收藏
页数:18
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