Gamification in Higher Education : Analysis of Your Strengths and Weaknesses

  1. Arufe Giráldez, Víctor 3
  2. Navarro-Patón, Rubén 2
  3. Sanmiguel-Rodríguez, Alberto 1
  1. 1 University of Camilo José Cela, Spain
  2. 2 University of Santiago de Compostela, Spain
  3. 3 University of A Coruña, Spain
Libro:
Handbook of Research on the Influence and Effectiveness of Gamification in Education

ISSN: 2327-1825 2327-1833

ISBN: 9781668442876 9781668442883

Año de publicación: 2022

Páginas: 63-84

Tipo: Capítulo de Libro

DOI: 10.4018/978-1-6684-4287-6.CH004 GOOGLE SCHOLAR lock_openAcceso abierto editor

Objetivos de desarrollo sostenible

Resumen

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.

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