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Sara Capecchi; Antonio Lieto; Federica Patti; Ruggero G. Pensa; Amon Rapp; Fabiana Vernero; Sandra Zingaro – IEEE Transactions on Learning Technologies, 2024
The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their…
Descriptors: Middle School Students, Gamification, Social Media, Learning Activities
Stefano Licchelli; Laura Barnett – Journal of Learning Development in Higher Education, 2023
Escape rooms are becoming prevalent in their use as a form of playful learning and gamification in higher education, often used for a multitude of purposes to enhance students' higher education learning experiences. Whilst studies have reported their valuable uses in a range of contexts, they have often focussed on undergraduates and fewer have…
Descriptors: Formative Evaluation, Virtual Classrooms, Gamification, Student Experience