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November 8, 2025International Journal of Information and Learning Technology

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

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Authors

ACAna Castellano-Beltrán

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Overview

Qualitative analysis shows gamification promotes participation and accessibility in university classrooms, indicating potential for improved learning outcomes.

Key Points

  • Active methodologies improved learning outcomes for students, emphasizing participation and accessibility.
  • Gamification and flipped-learning enhanced classroom climate, fostering a more inclusive environment.
  • Analysis through semi-structured interviews and focus groups provided insights on technological resource impact.
  • Study highlights the importance of emerging technologies in promoting inclusion in higher education.

Cite This Study

Ana Castellano-Beltrán (2025) studied this question.

synapsesocial.com/papers/690e8b75a5b062d7a4e73741https://doi.org/10.1108/ijilt-11-2024-0260
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