2025
DOI: 10.56294/gr2025100
|View full text |Cite
|
Sign up to set email alerts
|

Classcraft: The Impact of Gamification in Higher Education

Rubén Martínez Sánchez

Abstract: In response to the challenges faced by educators regarding the lack of interest among university students, especially in online contexts, a study was conducted to implement gamification using the Classcraft platform. The research compared two groups: a control group (N=118) that used a more traditional method and a study group (N=125) that employed gamification. The results revealed that gamification led to increased student engagement and improved retention of content and the development of basic competencies… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
0
0

Publication Types

Select...

Relationship

0
0

Authors

Journals

citations
Cited by 0 publications
references
References 7 publications
0
0
0
Order By: Relevance

No citations

Set email alert for when this publication receives citations?