Gamification and Design Thinking in Higher Education : Case Studies for Instructional Innovation in the Economics Classroom (Routledge Research in Higher Education)

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Gamification and Design Thinking in Higher Education : Case Studies for Instructional Innovation in the Economics Classroom (Routledge Research in Higher Education)

  • ウェブストア価格 ¥5,547(本体¥5,043)
  • Routledge(2025/05発売)
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  • ポイント 250pt
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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 104 p.
  • 言語 ENG
  • 商品コード 9781032675411
  • DDC分類 371.397

Full Description

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 that the introduction of a gamified design in a design thinking activity can be a powerful tool 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 and design thinking 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 the field of higher education, and with interests in educational psychology and theories of learning.

Contents

1. Introduction 2. Gamification in Higher Education 3. Design Thinking in Higher Education 4. Gamification and Design Thinking Applications in Higher Education 5. Ethical Issues in Gamification and Design Thinking in Higher Education 6. Conclusion and Final Reflections

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