How gamification boosts learning in STEM higher education: a mixed methods study
Abstract Background The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their learning outcomes. One promis...
Saved in:
Main Authors: | Margarita Ortiz-Rojas, Katherine Chiluiza, Martin Valcke, Cindy Bolanos-Mendoza |
---|---|
Format: | Article |
Language: | English |
Published: |
SpringerOpen
2025-01-01
|
Series: | International Journal of STEM Education |
Subjects: | |
Online Access: | https://doi.org/10.1186/s40594-024-00521-3 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Similar Items
-
Use of gamification to increasing motivation in learning
by: Ayesha Zafar, et al.
Published: (2022-06-01) -
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
by: Abdulrahman Alshehri, et al.
Published: (2024-12-01) -
Gamification in the context of digital transformation of education
by: Anastasia G. Shirokolobova
Published: (2022-01-01) -
Kahoot! as innovation gamification for examination
by: Efrilla Niza, et al.
Published: (2022-06-01) -
TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES
by: Abdullah Alenezi
Published: (2023-10-01)