Boost to learning in higher education through gamification

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Abstract

The aim of this project is to implement a cooperative learning methodology in the university environment through a gamification strategy to promote behavioural changes in students. The stimulus tool is an innovative practice of double correction that incorporates the concept of fun. The Chi-square statistic was applied to the data obtained. In addition, students were given a questionnaire on the acquired competences to which the Mann-Whitney U test was applied. The analysis of the resultant data supports that the implemented strategy improves interpersonal skills and academic performance.

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APA

Rodríguez-Iglesias, I., Moreno-Adalid, A., & Trijueque, S. G. (2022). Boost to learning in higher education through gamification. Human Review. International Humanities Review / Revista Internacional de Humanidades, 11(Monografico). https://doi.org/10.37467/revhuman.v11.3955

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