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What is University Context

Practices and Implementation of Gamification in Higher Education
The specific environment and characteristics associated with higher education institutions, including academic programs, curricula, and the unique challenges faced by university students.
Published in Chapter:
Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
Alba González Moreno (University of Almería, Spain)
Copyright: © 2024 |Pages: 17
DOI: 10.4018/979-8-3693-0716-8.ch004
Abstract
Gamification is an innovative strategy to improve learning and knowledge application in university students. The study proposes a gamification design based on escape rooms adapted to the university context, integrating specific curricular elements in the challenges posed. These challenges require students to apply academic concepts and theories to solve problems and escape from the confined space in a limited time. The research highlights the effectiveness of this strategy in improving knowledge retention and students' motivation to learn. It also highlights the importance of collaboration and communication among participants as key elements for active and participatory learning. It is worth highlighting how the educational escape room proposal proves to be an effective strategy to involve university students in their learning process and encourage the practical application of their knowledge, which improves their understanding of academic content and strengthens their key skills.
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Study of Competences Required for Entrepreneurship and Social Innovation: Comparative Case of Different Mexican Universities
Provision and engagement in entrepreneurship education, offered courses and climate can affect students’ entrepreneurship intentions.
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