Classcraft: The Impact of Gamification in Higher Education
Rubén Martínez Sánchez
Gamification and Augmented Reality, 2025, vol. 3, 100
Abstract:
In response to the challenges faced by educators regarding the lack of interest among university students, especially in online contexts, a study was conducted to implement gamification using the Classcraft platform. The research compared two groups: a control group (N=118) that used a more traditional method and a study group (N=125) that employed gamification. The results revealed that gamification led to increased student engagement and improved retention of content and the development of basic competencies related to their degree programs. These findings support the hypothesis that gamification is a motivating approach in higher education
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:dbk:gammif:v:3:y:2025:i::p:100:id:100
DOI: 10.56294/gr2025100
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