Projects / 2016-2017
FLIPGAM
Flipped Classroom, Gamification and Active Learning in the European Higher Education Area
2016-2017 Collaboration Completed
This project predates the establishment of the group in 2019. It belongs to the track record of its members.
Objectives
Combine the flipped classroom and gamification to strengthen active learning in the Degree in Business Administration: improve academic performance, transversal competences and student motivation and engagement. The expected reach was around 700 students across several courses of the degree.
Results and indicators
The group archive keeps the application, not the final report. The proposal built on an earlier gamification pilot (badges and individual and team competitions) with high acceptance rates and expected to reach around 700 students of the Degree in Business Administration.
Project events
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December 2016
Practical Experiences in Gamification. Team Competition
Luis R. Murillo-Zamorano
Workshop
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November 2016
Practical Experiences in Gamification. Badges and Individual Competition
Óscar Rodrigo González López
Workshop
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November 2016
Gamification Strategies in University Learning Environments: gamified classroom, multiplayer classroom and flipped classroom with just in time teaching
Alfredo Prieto Martín
Workshop