2 research outputs found

    Flipped Classroom Methodology for Hybrid Learning in the Higher Education Context: Students' Satisfaction and Performance

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    The recent emergence of hybrid education, defined as one that combines face-to-face and online classes, has tried to overcome the weaknesses of the teaching exclusively online. The main goal of this paper is to identify the best methodologies and instruments of the hybrid education in order to develop all its educational potential. In this regard, we have addressed the satisfaction of the students with the hybrid teaching format compared to the exclusively online, as well as their perception with the new Flipped Classroom (FC) methodology as opposed to the traditional methodology in which theory is explained in class and practice is implemented at home. In addition, we have also evaluate the learning outcomes and grades of the students enrolled in these hybrids courses as compared to those enrolled in exclusively online courses. The findings of the research show a high degree of students’ satisfaction with the hybrid format and with the application of the FC methodology, as well as higher success rates and lower withdrawal rates in this hybrid courses

    Aprendizaje basado en juegos: incorporación de criterios sostenibles a través de la economía circular

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    In the present work an activity applied to the learning of the circular economy through games-based learning is exposed, which has been carried out on the ODS day at Universidad Europea de Madrid. The purpose of this educational experience is based on the need of knowing and internalizing environmentally sustainable economic models for the university community, and especially the students. The activity is based on the circular economy model, a new paradigm of economic management of resources, focused on the reuse of these and on the reduction of waste generation. In order to publicize this economic model, this transversal activity with an innovative teaching and technological methodology has been developed. For this, game-based learning has been applied, as well as an augmented reality program. The activity was carried out through a game in the form of a gymkhana in which the participants faced challenges in the different phases of the circular economy, contextualized in the textile sector. The results obtained show an interesting level of satisfaction of the participants both with the methodology developed and with the content of the activity. Likewise, it is considered that the transferable nature of this initiative to other educational centers can help in promoting in an interactive way the knowledge of the circular economy as a model of sustainability, as well as the sensitization of students to environmental responsibility.En el presente trabajo se expone una actividad realizada a través de aprendizaje basado en juegos aplicado al conocimiento de la economía circular, que ha sido llevada a cabo con ocasión del ODS Day en la Universidad Europea de Madrid. El propósito de esta experiencia educativa se fundamenta en la necesidad de que la comunidad universitaria, y en especial los estudiantes, conozcan e interioricen modelos económicos sostenibles medioambientalmente. Se ha partido del modelo de economía circular, un nuevo paradigma de la gestión económica de los recursos, centrado en la reutilización de éstos y en la reducción de la generación de residuos. Para dar a conocer este modelo económico se ha desarrollado esta actividad de carácter transversal y metodología docente y tecnológica innovadoras. Para ello se ha aplicado el aprendizaje basado en juegos, así como un programa de realidad aumentada. La actividad se ha desarrollado a través de un juego en forma de yincana en la que los participantes se enfrentaron a retos en las distintas fases de la economía circular, contextualizada en el sector textil. Los resultados obtenidos muestran un interesante nivel de satisfacción de los participantes tanto con la metodología desarrollada como con el contenido de la actividad. Así mismo, se considera que el carácter transferible a otros centros docentes de esta iniciativa puede colaborar en promover de forma interactiva el conocimiento de la economía circular como modelo de sostenibilidad, así como a la sensibilización de los estudiantes frente a la responsabilidad medioambiental
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