Gamification in Higher Education: Analysis of Your Strengths and Weaknesses
Gamification in Higher Education: Analysis of Your Strengths and Weaknesses
By Víctor Arufe Giráldez, Rubén Navarro-Patón and Alberto Sanmiguel-Rodríguez
Abstract
“This chapter addresses the elements to consider for creating a gamified learning environment in higher education, specifically in the university classroom. It investigates various didactic proposals for gamification at the university made by different authors in recent years, the variables they have addressed in their study, how they have been evaluated, and the most relevant findings. It is intended to develop a text that will serve as a basis for many scholars in education and gamification, which casts its own light on gamification in higher education, presenting its strengths and weaknesses and offering clear ideas and strategies to get the maximum educational potential to gamification.”
Reference
Arufe Giráldez, V., Navarro-Patón, R., &; Sanmiguel-Rodríguez, A. (2022). Gamification in higher education. Handbook of Research on the Influence and Effectiveness of Gamification in Education, 63–84. https://doi.org/10.4018/978-1-6684-4287-6.ch004 https://www.igi-global.com/chapter/gamification-in-higher-education/308747
Keyword
Gamification, learning games, math, digital learning, education, teaching, research