Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies
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References listed on IDEAS
- Felicia Andrioni, 2018. "Cross-European Perspective in Social Work Education: A Good Blended Learning Model of Practice," Sustainability, MDPI, vol. 10(5), pages 1-15, May.
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- María Jesús Santos-Villalba & Juan José Leiva Olivencia & Magdalena Ramos Navas-Parejo & María Dolores Benítez-Márquez, 2020. "Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study," Sustainability, MDPI, vol. 12(20), pages 1-20, October.
- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
- Chung-Kwan Lo & Ka-Yan Liu, 2022. "How to Sustain Quality Education in a Fully Online Environment: A Qualitative Study of Students’ Perceptions and Suggestions," Sustainability, MDPI, vol. 14(9), pages 1-11, April.
- Mario Grande-de-Prado & Roberto Baelo & Sheila García-Martín & Víctor Abella-García, 2020. "Mapping Role-Playing Games in Ibero-America: An Educational Review," Sustainability, MDPI, vol. 12(16), pages 1-12, August.
- José María Campillo-Ferrer & Pedro Miralles-Martínez & Raquel Sánchez-Ibáñez, 2021. "The effectiveness of using edublogs as an instructional and motivating tool in the context of higher education," Palgrave Communications, Palgrave Macmillan, vol. 8(1), pages 1-9, December.
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Keywords
education; educational technology; game; social science; university students;All these keywords.
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