Flipping the classroom and gamifying learning: emerging technologies for inclusion in higher education

Purpose This article analyzes the practices university faculty members developed after participating in a training program on inclusive emerging technologies. The faculty members employed active methodologies such as gamification and flipped-learning using technological resources. Design/methodology/approach A qualitative methodology was used to evaluate the development and impact of the training. Semi-structured interviews with six faculty members and focus groups with 32 students were conducted. The data were analyzed inductively, using a system of categories and codes. Findings The results show the technological resources that were used by faculty members in the development of active methodologies and the benefits in learning for all students. Originality/value From these results, it is concluded that this type of experiences promotes aspects such as participation, motivation, classroom climate and accessibility, fundamental elements on which inclusion in the university classroom is based.

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Publication Details

Journal
International Journal of Information and Learning Technology
Published
2025-11-07
DOI
https://doi.org/10.1108/ijilt-11-2024-0260
Primary Topic
Educational Games and Gamification
Type
article
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article

Flipping the classroom and gamifying learning: emerging technologies for inclusion in higher education

Ana Castellano-Beltrán
International Journal of Information and Learning Technology
Educational Games and Gamification
article

Flipping the classroom and gamifying learning: emerging technologies for inclusion in higher education

Ana Castellano-Beltrán
article en

Abstract

Purpose This article analyzes the practices university faculty members developed after participating in a training program on inclusive emerging technologies. The faculty members employed active methodologies such as gamification and flipped-learning using technological resources. Design/methodology/approach A qualitative methodology was used to evaluate the development and impact of the training. Semi-structured interviews with six faculty members and focus groups with 32 students were conducted. The data were analyzed inductively, using a system of categories and codes. Findings The results show the technological resources that were used by faculty members in the development of active methodologies and the benefits in learning for all students. Originality/value From these results, it is concluded that this type of experiences promotes aspects such as participation, motivation, classroom climate and accessibility, fundamental elements on which inclusion in the university classroom is based.

International Journal of Information and Learning TechnologyVol. 42(5)
Universidad de Sevilla (ES)
Openalex Percentile: Top 64%
Educational Games and Gamification
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