Abstract:The main objective of this chapter is to illustrate a current example of a practical experience of gamification by studying a case of application of an escape room to the subject of organisation design, in university studies, specifically the 2nd year of the degree in business administration and management. It will highlight the use of an innovative tool for teaching and learning through an escape room applied to the subject of internationalisation of companies. It will be shown how it is possible to practice … Show more
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