Using Gamification and Flipped Classroom in Physical Education in Support of Educational Technologies

This essay allows us to reflect on the support of educational technologies in the active methodologies of Gamification and Flipped Classroom that can be used in the subject of Physical Education in school. These methodologies contrast the traditional teaching model and focus on strategies that encourage autonomy, meaningful learning and digital skills. In view of this, the use of educational platforms plays a key role in facilitating technological resources, ensuring that students can participate by increasing motivation (Gamification) or that students can access subject content outside the classroom (Flipped Classroom). From Physical Education it is a great opportunity for teachers to generate innovation in their educational practice, but it is a great challenge for the acquisition of skills that allow the effective use of these active methodologies, thus managing to use elements of innovation in their educational practice.

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Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2026-01-01
Primary Topic
Innovative Teaching Methods
Type
article
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article

Using Gamification and Flipped Classroom in Physical Education in Support of Educational Technologies

Javiera Bastias Latin, Luis Alfredo Añazco Martinez, Felipe Patiño Saldaña
Dialnet (Universidad de la Rioja)
Innovative Teaching Methods
article

Using Gamification and Flipped Classroom in Physical Education in Support of Educational Technologies

Javiera Bastias Latin, Luis Alfredo Añazco Martinez, Felipe Patiño Saldaña
article en

Abstract

This essay allows us to reflect on the support of educational technologies in the active methodologies of Gamification and Flipped Classroom that can be used in the subject of Physical Education in school. These methodologies contrast the traditional teaching model and focus on strategies that encourage autonomy, meaningful learning and digital skills. In view of this, the use of educational platforms plays a key role in facilitating technological resources, ensuring that students can participate by increasing motivation (Gamification) or that students can access subject content outside the classroom (Flipped Classroom). From Physical Education it is a great opportunity for teachers to generate innovation in their educational practice, but it is a great challenge for the acquisition of skills that allow the effective use of these active methodologies, thus managing to use elements of innovation in their educational practice.

Dialnet (Universidad de la Rioja)
Openalex Percentile: Top 8%
Innovative Teaching Methods
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