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Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education

Currently, there are several methodological models that have broken into different disciplines of knowledge with the aim of making the teaching/learning process more dynamic, active and participatory for students. This is the case of Flipped Classroom, which is based on a mixed approach between e-le...

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Autores principales: Gómez-García, Gerardo, Marín-Marín, José Antonio, Romero-Rodríguez, José-María, Ramos Navas-Parejo, Magdalena, Rodríguez Jiménez, Carmen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7468774/
https://www.ncbi.nlm.nih.gov/pubmed/32722228
http://dx.doi.org/10.3390/nu12082210
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author Gómez-García, Gerardo
Marín-Marín, José Antonio
Romero-Rodríguez, José-María
Ramos Navas-Parejo, Magdalena
Rodríguez Jiménez, Carmen
author_facet Gómez-García, Gerardo
Marín-Marín, José Antonio
Romero-Rodríguez, José-María
Ramos Navas-Parejo, Magdalena
Rodríguez Jiménez, Carmen
author_sort Gómez-García, Gerardo
collection PubMed
description Currently, there are several methodological models that have broken into different disciplines of knowledge with the aim of making the teaching/learning process more dynamic, active and participatory for students. This is the case of Flipped Classroom, which is based on a mixed approach between e-learning and face-to-face teaching, as well as gamification, which bases its didactic principles on the recreational components of the games. Within this context, the aim of this research is to observe what effect the application of Flipped Classroom and gamification has in the development of motivation, autonomy and self-regulation towards learning through a didactic unit on healthy habits and diet in 202 students of 6th grade of Primary School from four different schools (public and state-subsidized) in the city of Granada (Spain). For this purpose, a methodological design was used with pre-test and post-test to check the effects of the experience on the students. The findings obtained showed that the application of these methods promoted an increase in students’ motivation, as well as in their autonomy and self-regulation when facing the contents of the subject. For this reason, it is advocated that there is a need to continue promoting a quality and innovative educational practice according to the figure of the student today.
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spelling pubmed-74687742020-09-04 Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education Gómez-García, Gerardo Marín-Marín, José Antonio Romero-Rodríguez, José-María Ramos Navas-Parejo, Magdalena Rodríguez Jiménez, Carmen Nutrients Article Currently, there are several methodological models that have broken into different disciplines of knowledge with the aim of making the teaching/learning process more dynamic, active and participatory for students. This is the case of Flipped Classroom, which is based on a mixed approach between e-learning and face-to-face teaching, as well as gamification, which bases its didactic principles on the recreational components of the games. Within this context, the aim of this research is to observe what effect the application of Flipped Classroom and gamification has in the development of motivation, autonomy and self-regulation towards learning through a didactic unit on healthy habits and diet in 202 students of 6th grade of Primary School from four different schools (public and state-subsidized) in the city of Granada (Spain). For this purpose, a methodological design was used with pre-test and post-test to check the effects of the experience on the students. The findings obtained showed that the application of these methods promoted an increase in students’ motivation, as well as in their autonomy and self-regulation when facing the contents of the subject. For this reason, it is advocated that there is a need to continue promoting a quality and innovative educational practice according to the figure of the student today. MDPI 2020-07-24 /pmc/articles/PMC7468774/ /pubmed/32722228 http://dx.doi.org/10.3390/nu12082210 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Gómez-García, Gerardo
Marín-Marín, José Antonio
Romero-Rodríguez, José-María
Ramos Navas-Parejo, Magdalena
Rodríguez Jiménez, Carmen
Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title_full Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title_fullStr Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title_full_unstemmed Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title_short Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
title_sort effect of the flipped classroom and gamification methods in the development of a didactic unit on healthy habits and diet in primary education
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7468774/
https://www.ncbi.nlm.nih.gov/pubmed/32722228
http://dx.doi.org/10.3390/nu12082210
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