Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of th...

Full description

Saved in:
Bibliographic Details
Published inInternational Journal of Educational Technology in Higher Education Vol. 18; no. 1; pp. 1 - 27
Main Authors Murillo-Zamorano, Luis R., López Sánchez, José Ángel, Godoy-Caballero, Ana Luisa, Bueno Muñoz, Carmen
Format Journal Article
LanguageEnglish
Published Cham Springer International Publishing 17.03.2021
BioMed Central, Ltd
Springer Nature B.V
SpringerOpen
Subjects
Online AccessGet full text

Cover

Loading…
More Information
Summary:This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement standards claimed by the academia, and the satisfaction with the learning process required by the students. Our results provide statistically significant empirical evidence, concluding that the generation of a co-creative and empowered gameful experience that supports students' overall value creation yields to satisfactory active learning setups without any loss of academic achievement, and allowing to develop a series of skills especially relevant for twenty-first century professionals.
Bibliography:ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
ISSN:2365-9440
2365-9440
DOI:10.1186/s41239-021-00249-y