It takes the average reader to read Gamification and Design Thinking in Higher Education by Carmen Bueno Muñoz
Assuming a reading speed of 250 words per minute. Learn more
This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show introduction of a gamified design in a design thinking activity can be a powerful tool through which to enhance the experiences of students in the teaching-learning process of a subject, motivate participants in a design thinking activity in the university environment, and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification in the educational field can enable both the motivation and engagement of students, and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in Higher Education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in higher education, and with interests in educational psychology and theories of learning.
Gamification and Design Thinking in Higher Education by Carmen Bueno Muñoz is 0 pages long, and a total of 0 words.
This makes it 0% the length of the average book. It also has 0% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes to read Gamification and Design Thinking in Higher Education aloud.
Gamification and Design Thinking in Higher Education is suitable for students ages 2 and up.
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