Gamification and Design Thinking in Higher Education
Case Studies for Instructional Innovation in the Economics Classroom
- 104 páginas
- 4 horas de lectura
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. Inhaltsverzeichnis 1. Introduction 2. Gamification in Higher Education 3. Design Thinking in Higher Education 4. Gamification and Design Thinking Applications in Higher Education 5. Ethical Issues in Gamification and Design Thinking in Higher Education 6. Conclusion and Final Reflections
