Claims

The review finds flipped learning, PBL, gamification, and collaborative learning adapted to digital environments produced positive effects on motivation, participation, and transversal competences

Claim · All claims
Evidence · 1 study · review r3 · q2
Currency · newest study 2026 · checked against its sources 2026-10-31 (automated, 1 of 1 entry) · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Strategies such as flipped classroom, problem-based learning, gamification, experiential learning, and collaborative learning, adapted to digital environments, generated positive effects on motivation, participation, and transversal competences. → Casimiro Urcos CN 2026 q2 i? These contributions were conditioned by coherence of objectives-strategies-evaluation, teaching responsibility, and institutional support. → Casimiro Urcos CN 2026

Evidence

Casimiro Urcos CN 2026

Casimiro Urcos CN, Casimiro Urcos WH, Alberca Pintado NE, Ostos Miraval RM, Carrasco Muñoz MA, Piñas Rivera LC. (2026). Pedagogical Innovation in Digital Environments: A Systematic Review Focused on Higher Education. F1000Research 15:522. https://doi.org/10.12688/f1000research.176682.1

q2 · i? · review · r3

Narrative synthesis of the included innovation studies: the named active-learning strategies "generating positive effects on motivation, participation and development of transversal competences" when adapted to digital environments. No effect sizes printed.

"strategies such as the flipped classroom, problem-based learning, gamification, experiential learning and collaborative learning had been adapted to digital environments, generating positive effects on motivation, participation and development of transversal competences."

Discussion

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