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...
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Published in | International Journal of Educational Technology in Higher Education Vol. 18; no. 1; pp. 1 - 27 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Cham
Springer International Publishing
17.03.2021
BioMed Central, Ltd Springer Nature B.V SpringerOpen |
Subjects | |
Online Access | Get full text |
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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. |
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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 |