The SMARTER model, an innovative educational framework, is designed for blended learning environments, seamlessly integrating both online and face-to-face instructional components. Employing a flipped classroom methodology, this model ensures an equitable division between online and traditional classroom interactions, aiming to cultivate a dynamic and collaborative learning atmosphere. This research focused on developing and rigorously evaluating the SMARTER model’s validity, practicality, and effectiveness. Adopting a research and development (R&D) approach informed by the methodologies of Borg, Gall, and Gall, this study utilized a mixed-methods strategy. This encompassed a robust validation process by experts in design, content, and media, alongside an empirical analysis of the model’s application in actual educational settings. The aim was to comprehensively assess its effectiveness and practicality. The findings from this study affirm the SMARTER model’s validity, practicality, and effectiveness in improving students’ information literacy skills. Comparative analysis between a control group, taught using a traditional expository approach, and an experimental group, educated under the SMARTER model, highlighted significant improvements in the latter group. This effectiveness underscores the model’s capacity not only to efficiently deliver content but also to actively engage students in a collaborative learning process. The results advocate for the model’s potential broader adoption and adaptation across similar educational contexts. They also establish a foundation for future research aimed at exploring the SMARTER model’s scalability and adaptability across diverse instructional environments.
Gamification is an active methodology of great value that, in a quality educational environment, provides students with the necessary motivation to participate in their teaching-learning process. An emerging active methodology, which is based on the use of information and communication technologies (ICT) and requires an educational space that guarantees greater flexibility in the pedagogical dynamics in favor of academic achievement. This increase in interest in active methodologies, and specifically in gamification, has raised doubts about whether current educational spaces are prepared to host a renewal in methodology or if, on the contrary, they could undermine the attitude of change. For this reason, this research seeks to analyze whether current educational spaces are facilitating elements for the incorporation of gamification in the classroom. The methodological cut of the research is quantitative, specifically in two phases. On the one hand, a descriptive analysis of the results is carried out, obtaining information on the trend of each item. On the other hand, an inferential analysis is carried out around different variables to verify their possible influence on the evaluations of the participants. The results obtained, in the sample made up of 210 teachers distributed in the different centers and who carry out their educational activity from 3rd to 6th grade of primary school, indicate that teachers believe it is relevant to take into account the educational space when incorporating active methodologies in class.
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