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
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