Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success

C. Gómez-Ejerique, F. López-Cantos


The new teaching techniques based on avant-garde methodologies aimed at enhancing student learning are being promoted at all levels of education for a few decades, integrating the significant advances that are taking place in different scientific disciplines, including from the areas of psychology basic and group up to the most effective techniques of talent management and organizations.

In the present work, we review the teaching-learning techniques and methodologies that we consider most efficient at present, with examples that show their suitability for current teaching. The application and effectiveness of coaching and gamification techniques and the innovative pedagogical strategies integrated in the so-called flipped classroom are analyzed. The results obtained with the application of these methodologies allow us to conclude that the analyzed pedagogical tools are ideal to increase the learning capacities and personal development of the students.


Education theory; teaching methodologies; coaching; gamification; flipped-classroom

Full Text:



Albrecht, C.S. (2012). The game of Happiness. Gamification of positive activity interventions. Maastricht University. Maastricht, The Netherlands.

Baker, J. W. (2000). “The classroom flip: Using web course management tools to become the guide by the side.” Selected Papers from the 11th International Conference on College Teaching and Learning. 2000.

Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W.H. Freeman.

BBVA Innovation Edge (2012). Gamificación, el negocio de la diversión, 3, 1- 65.

Bruns, B. and Luque, J.. (2014). Profesores Excelentes: Cómo mejorar el aprendizaje en América Latina y el Caribe. Washington, DC: World Bank.

Chi, M., Glaser, R. and Farr, M. (1988). The Nature of Expertise. Ed. L. Erlbaum Associates.

Chorney, Alan I. (2012). "Taking the game out of gamification", Dalhousie Journal of Interdisciplinary Management, 8, 1-14.

Claxton, G. (2008). What's the point of school? Rediscovering the heart of education. Oxford: Oneworld.

Diaz, J. and Troyano, Y. (2013). "El pontencial de la gamificación aplicado al ámbito educativo", III Jornadas de Innovación Docente. Innovación Educativa: respuesta en tiempos de incertidumbre. University of Sevilla.

Esquivias Serrano, M. (2004). "Creatividad: definiciones, antecedentes y aportaciones", Revista Digital Universitaria, 1 (5).

Gros, B. (2007). Videojuegos y aprendizaje. Barcelona: Graó.

Hargreaves, D. (2004-2006). Personalising Learning. Pamphlet, Series. London: Specialist Schools Trust.

Harvard Business Essentials (2005). Coaching y Mentoring: cómo desarrollar el talento de alto nivel y conseguir mejores resultados. Barcelona: Editiones Deusto.

Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: John Wiley & Sons.

Neisser, U. (1976). Psicología Cognoscitiva. Editorial Trillas: México.

Padilla, S.; Halley, F. and Chantler, J.C. (2011). "Improving Product Browsing whilst Engaging Users", Digital Engagement, 11, 15-17.

Pérez Rodríguez, P. M. (2004). "Revisión de las teorías del aprendizaje más sobresalientes del siglo XX", Tiempo de Educar, 10 (5), julio-diciembre, 2004, pp. 39-76.

Prieto Gil, A. (2010). «La pirámide del Aprendizaje». E-Innova BUCM.

Piaget, J. (1968). Genetic Epistemology. Columbia University Press. USA.

Rogers, C. (1961). El proceso de convertirse en persona. Buenos Aires: Ed. Paidós.

Sams, A., Bergmann, J. et al. (2014). Flipped Learning Network (FLN). The Four Pillars of F-L-I-P.

Strayer, J. (2014). “How Learning in an Inverted Classroom Influences Cooperation, Innovation and Task Orientation”, Learning Environments Research 15.2, 171–193.

Wang, Q. (2012). "Coaching for Learning: Exploring Coaching Psychology in Enquiry-Based Learning and Development of Learning Power in Secondary Education’, Procedia - Social and Behavioral Sciences, 69, 177–86.

Wolk, L. (2007). Coaching: el arte de soplar brasas. Buenos Aires: Gran Aldea Editores GAE.

Zichermann, G. and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Cambridge, MA: O’Reilly Media

Abstract Views

Metrics Loading ...

Metrics powered by PLOS ALM


Cited-By (articles included in Crossref)

This journal is a Crossref Cited-by Linking member. This list shows the references that citing the article automatically, if there are. For more information about the system please visit Crossref site

1. How to Teach Grammar to Adult ESP Learners at Technical University More Communicatively: Task-Based Approach
I. Lytovchenko, Y. Lavrysh, V. Lukianenko, O. Ogienko
Multidisciplinary Journal for Education, Social and Technological Sciences  vol: 7  issue: 1  first page: 54  year: 2020  
doi: 10.4995/muse.2020.12419

This journal is distributed under a Creative Commons Attribution-NonCommercial-NonDerivs 4.0 Internacional License.

Universitat Politècnica de València

e-ISSN: 2341-2593