Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.


Sandra Gama, Assistant Professor at ISTEC



To cite this article

Sandra Gama, Gamification in Higher Education: Gamifying an Engineering Course DOI: 10.31112/kriativ-tech-2021-10-55


Research has shown that games have the potential to improve motivation, encouraging players to fulfill their quests. The process of adopting game elements in non-gaming contexts is known as gamification and has been successfully used in a variety of settings. Leveraging on this, we gamified an engineering course, including classical game elements such as leaderboard, experience points and levels. Results were very encouraging, showing increased involvement, participation, fun, motivation and satisfaction.


Gamification, Gamification in Education, Gamified Learning, Student Engagement.


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