Popis: |
This chapter presents an experience of university distance education carried out during the COVID-19 emergency, using gamification to make teaching more engaging and motivating for students. In particular, the proposed work is aimed at addressing two different needs: 1) to proactively deal with the exceptional consequences due to COVID-19 in the educational field and 2) to innovate teaching practices by promoting an active learning approach. Hence, game elements and game design techniques were used to design a course program aimed at fostering a high degree of involvement among students to increase both personal satisfaction and student performance. Results confirm that the set educational path, giving greater emphasis to the social, emotional, and experiential dimensions, actively engaged students in the learning process, recording a high percentage of appreciation for the course. |