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      Gamification and Design Thinking in Higher Education: Case Studies for Instructional Innovation in the Economics Classroom

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      Firm sale: non returnable item
      SKU 9781032660721 Categories ,
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      This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.

      This book analyzes the use of gamification and design ...

      £49.99

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      Description

      Product ID:9781032660721
      Product Form:Hardback
      Country of Manufacture:GB
      Series:Routledge Research in Higher Education
      Title:Gamification and Design Thinking in Higher Education
      Subtitle:Case Studies for Instructional Innovation in the Economics Classroom
      Authors:Author: Carmen Bueno Munoz, Nuria Hernandez Nanclares, Luis R. Murillo Zamorano, Jose Angel Lopez Sanchez
      Page Count:104
      Subjects:Philosophy and theory of education, Philosophy & theory of education, Educational psychology, Higher education, tertiary education, Open learning, distance education, Teaching of a specific subject, Educational psychology, Higher & further education, tertiary education, Open learning, home learning, distance education, Teaching of a specific subject
      Description:Select Guide Rating
      This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.

      This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.

      Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance.

      Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2023-12-06

      Additional information

      Weight264 g
      Dimensions142 × 224 × 14 mm