Gamification as a Teaching Strategy: Is It Effective?
DOI:
https://doi.org/10.55420/2693.9193.v5.n2.216Palabras clave:
online courses, higher education, simulationResumen
Gamification has become a trending concept in online courses for the past 10 or more years. Based on the analysis of psychological and social factors that make electronic games highly used in today’s population, gamification suggests ways to improve education course innovation, student engagement, student motivation, student critical thinking, and student decision-making. The question is, “Is it effective?” This paper evaluates an online graduate course in business administration at a state university with a majority Hispanic student population to determine if the concept is effective as a teaching strategy option.
Referencias
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