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

Abstract 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 soci...

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Bibliographic Details
Main Authors: Luis R. Murillo-Zamorano, José Ángel López Sánchez, Ana Luisa Godoy-Caballero, Carmen Bueno Muñoz
Format: Article
Language:English
Published: SpringerOpen 2021-03-01
Series:International Journal of Educational Technology in Higher Education
Subjects:
Online Access:https://doi.org/10.1186/s41239-021-00249-y