The unprecedented situation occurring with the COVID-19 pandemic has generated a significant impact in education. Faced with this crisis, a new educational challenge has aimed at furthering both blended teaching methods and summative and formative assessment methods for fostering “competence based” and “learner centered” meaningful learning. The research question underlying this contribution is: Which theoretical and methodological criteria are useful for designing a blended learning experiences based on Gamification in Education (GiE) able to encourage meaningful learning in Higher Education students?

Blended learning for competent learning: an empirical case study of "gamification in education" for the promotion of the key competence "sense of initiative and entrepreneurship"

Patera, Salvatore
2021-01-01

Abstract

The unprecedented situation occurring with the COVID-19 pandemic has generated a significant impact in education. Faced with this crisis, a new educational challenge has aimed at furthering both blended teaching methods and summative and formative assessment methods for fostering “competence based” and “learner centered” meaningful learning. The research question underlying this contribution is: Which theoretical and methodological criteria are useful for designing a blended learning experiences based on Gamification in Education (GiE) able to encourage meaningful learning in Higher Education students?
2021
978-84-09-31267-2
key competence, blended learning, gamification in education, participatory evaluation
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14090/2324
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