Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and interviews. Online feedback was conducted as part of the semester completion for the subject Business Mathematics to test the usage of Gamification tools (Kahoot!, Socrative, Quizlet, Quizizz and Showbie) in learning. It was found that Gamification tools enhanced students’ motivation in learning and understanding mathematical concepts, and that it has boosted their engagement in gamification activities, increased critical thinking and problem-...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Devido ao sistema tradicional de ensino, que tem o professor como o centro das aulas, há uma grande ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Em uma sociedade cada vez mais informatizada, vivendo na era digital, com uma variedade de mídias, c...
La pandemia trajo consigo experiencias enriquecedoras, pero también provocó muchos vacíos en los est...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Relatório de estágio de mestrado em Ensino da Matemática no 3º Ciclo do Ensino Básico e no Ensino Se...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Devido ao sistema tradicional de ensino, que tem o professor como o centro das aulas, há uma grande ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Em uma sociedade cada vez mais informatizada, vivendo na era digital, com uma variedade de mídias, c...
La pandemia trajo consigo experiencias enriquecedoras, pero también provocó muchos vacíos en los est...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Relatório de estágio de mestrado em Ensino da Matemática no 3º Ciclo do Ensino Básico e no Ensino Se...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...