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Gamification in Higher Education: Analysis of Your Strengths and Weaknesses

Gamification in Higher Education: Analysis of Your Strengths and Weaknesses

Víctor Arufe Giráldez, Rubén Navarro-Patón, Alberto Sanmiguel-Rodríguez
ISBN13: 9781668442876|ISBN10: 1668442876|EISBN13: 9781668442883
DOI: 10.4018/978-1-6684-4287-6.ch004
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MLA

Arufe Giráldez, Víctor, et al. "Gamification in Higher Education: Analysis of Your Strengths and Weaknesses." Handbook of Research on the Influence and Effectiveness of Gamification in Education, edited by Oscar Bernardes, et al., IGI Global, 2022, pp. 63-84. https://doi.org/10.4018/978-1-6684-4287-6.ch004

APA

Arufe Giráldez, V., Navarro-Patón, R., & Sanmiguel-Rodríguez, A. (2022). Gamification in Higher Education: Analysis of Your Strengths and Weaknesses. In O. Bernardes, V. Amorim, & A. Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (pp. 63-84). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6.ch004

Chicago

Arufe Giráldez, Víctor, Rubén Navarro-Patón, and Alberto Sanmiguel-Rodríguez. "Gamification in Higher Education: Analysis of Your Strengths and Weaknesses." In Handbook of Research on the Influence and Effectiveness of Gamification in Education, edited by Oscar Bernardes, Vanessa Amorim, and Antonio Carrizo Moreira, 63-84. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4287-6.ch004

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Abstract

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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