Space Race: An Interactive Digital Tool in the Classroom. Are You Ready?

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Author
Luesma, Mª José
Cantarero, Irene
Artal-Sevil, Jesús Sergio
Publisher
MDPIDate
2018Subject
Space RaceBlended-learning
Game based-learning
Gamification
Flipped Classroom
E-learning 2.0
Smartphone
Tablet
Mobile devices
Socrative
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This document presents an interdisciplinary teaching experience based on Game-based
Learning as an educational methodology complementary to the Flipped Classroom pedagogical
approach in higher education. The tool used was the Space Race application integrated into the free
Socrative software. A more active and meaningful learning has been promoted in the student with
its implementation. Likewise, it has allowed the face-to-face classes to be energized, creating a
relaxed atmosphere. The reflective and critical use of technological applications and mobile devices
in the classroom has also been encouraged. The use of the Space Race has increased the participation
of students in the classroom, their motivation and interest, collaborating in the development of skills
and abilities. This tool has been very useful to obtain bidirectional teacher-student feedback in real
time. As a result, a more cooperative, reflective and meaningful learning has been obtained.