• Open Daily: 10am - 10pm
    Alley-side Pickup: 10am - 7pm

    3038 Hennepin Ave Minneapolis, MN
    612-822-4611

Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Gamification and Design Thinking in Higher Education: Case Studies for Instructional Innovation in the Economics Classroom

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

Paperback

Series: Routledge Research in Higher Education

General Education

ISBN10: 1032675411
ISBN13: 9781032675411
Publisher: Routledge
Published: May 6 2025
Pages: 104
Weight: 0.31
Height: 0.24 Width: 5.50 Depth: 8.50
Language: English

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.

Also from

Bueno Muñoz, Carmen

Also in

General Education