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020 _a9781032675558
_qelectronic book
020 _a1032675551
_qelectronic book
020 _a9781003852537
_qelectronic book
020 _a100385253X
_qelectronic book
020 _a1003852483
_qelectronic book
020 _a9781003852483
_q(electronic bk.)
020 _z9781032660721
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024 7 _a10.4324/9781032675558
_2doi
037 _a9781032675558
_bTaylor & Francis
042 _apcc
050 0 4 _aLB1029.S53
_bB84 2024
072 7 _aEDU
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072 7 _aJNM
_2bicssc
049 _aMAIN
100 1 _aBueno Muñoz, Carmen,
_eauthor.
_965340
245 1 0 _aGamification and design thinking in higher education :
_bcase studies for instructional innovation in the economics classroom /
_cCarmen Bueno Muñoz, Núria Hernández Nanclares, Luis R. Murillo Zamorano and José Ángel López Sánchez.
264 1 _aNew York, NY :
_bRoutledge,
_c2024.
264 4 _c©2024
300 _a1 online resource (vii, 104 pages).
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
341 0 _atextual
_2sapdv
_3EBSCOhost
490 1 _aRoutledge research in higher education
504 _aIncludes bibliographical references and index.
520 _a"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 introduction of a gamified design in a design thinking activity can be a powerful tool through which 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 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 higher education, and with interests in educational psychology and theories of learning"--
_cProvided by publisher.
532 0 _3EBSCOhost
_a"EBSCO evaluates our products based on the Web Content Accessibility Guidelines (WCAG) and the related Section 508 and EN 301 549 regulations in the US and EU. Most EBSCO products are substantially conformant with WCAG 2.2 level AA." Source: https://connect.ebsco.com/s/article/EBSCO-VPATs?language=en_US. Last accessed April 22, 2025.
545 0 _aCarmen Bueno Muñoz is Lecturerat the Department of Economics, the Faculty of Economics and Business, the University of Zaragoza, Spain. She has a Ph.D. from the University of Extremadura, Spain, and was granted the Extraordinary Doctorate Award from the same university. Núria Hernǹdez Nanclares is Associate Professorat the Department of Applied Economics, University of Oviedo, Spain. She holds a Ph.D. in economics and is specialized in teaching innovation in economics and higher education. She is accredited for online teaching by the University of Oviedo, Spain, and as a "Flipped Learning" trainer by the Flipped Learning Global Initiative (FLGI). Luis R. Murillo Zamorano is Associate Professorat the Department of Economics and Director of the Research Group in Economic Analysis and Marketing Management (AEDIMARK R&D Group)in the University of Extremadura, Spain. He has a Ph.D. in economics from the University of York, UK. José Ángel López Sǹchez is Associate Professor in the Marketing and Market Research Area and Researcher in the Research Group on Economic Analysis and Marketing Management (AEDIMARK R&D Group)inthe University of Extremadura, Spain. He has a Ph.D. from the University of Oviedo, Spain.
588 _aDescription based on online resource; title from digital title page (viewed on February 27, 2024).
650 0 _aSimulation games in education.
_964652
650 0 _aGamification.
_965341
650 0 _aEducational innovations.
_957771
650 7 _aEDUCATION / General
_2bisacsh
_964374
650 7 _aEDUCATION / Higher
_2bisacsh
650 7 _aEDUCATION / Distance Education & Learning
_2bisacsh
700 1 _aHernández Nanclares, Núria,
_eauthor.
_965342
700 1 _aMurillo Zamorano, Luis R.,
_eauthor.
_965343
700 1 _aLópez Sánchez, José Ángel,
_eauthor.
_965344
776 0 8 _iPrint version:
_aBueno Muñoz, Carmen.
_tGamification and design thinking in higher education
_dNew York, NY : Routledge, 2024
_z9781032660721
_w(DLC) 2023042287
830 0 _aRoutledge research in higher education.
_965345
856 4 0 _3EBSCOhost
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3728209
938 _aAskews and Holts Library Services
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938 _aAskews and Holts Library Services
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938 _aEBSCOhost
_bEBSC
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