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...
Main Authors: | , , , |
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Format: | Article |
Language: | English |
Published: |
SpringerOpen
2021-03-01
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Series: | International Journal of Educational Technology in Higher Education |
Subjects: | |
Online Access: | https://doi.org/10.1186/s41239-021-00249-y |