Title Gamification, strategy shared between university, company and millennials
Authors DE LOS RÍOS BERJILLOS, ARACELI, MUÑOZ OCAÑA, YOLANDA, CASTRO GONZÁLEZ, PILAR, Arroyo, J. L.
External publication No
Means REDU
Scope Article
Nature Científica
Publication date 01/07/2019
ISI 000504896100005
DOI 10.4995/redu.2019.11479
Abstract In the European Space of Higher Education, the cultural features of the\n millennials, the development of technology and the shift in the\n understanding of the students\' learning process, have played a vital\n role in the development and evolution of gamification-based teaching\n practices. Gamification is related to the development of skills,\n motivation and commitment of students. The aim of this paper is to\n provide evidence of the benefits of gamification in the training\n itinerary of Business Administration students. To this end, two\n different experiences have been selected, based on the skills students\n train and the added value that these skills may provide. In the first\n case, this paper presents empirical evidence of the improvement on the\n final grade of students who have participated in the gamification\n experience. The benefits of the second experience are diverse and reach\n students, universities and companies. The success of both experiences is\n linked to their adaptation to the cultural traits of the millennials,\n whose learning process is conditioned by technology and by other\n features identified in literature. The second experience responds to the\n necessary collaboration between university and business, as well as the\n generation of networks.
Keywords higher education; educational innovation; learning strategy; gamification; gameful design; teams games tournaments
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