Abstract:Motivation is a crucial aspect in the students' learning. Thus, active learning methods encourage students to become active protagonists of their own learning processes. Gamification is the use of game elements in a non-game context. The use of gamification as an innovative teaching-learning strategy rises from the need for change in teaching methodology. By applying gamification to the classroom, students could be motivated to learn in new ways or enjoy otherwise tedious tasks. For that reason, a gamification… Show more
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