ABSTRACT

This chapter presents an updated review of gamification in higher education. Starting from a comparative study of the main definitions and motivational and educational theories that underpin the concept and applications of Gamification, it is explained, step by step, how to gamify in the 21st-century university classroom, paying special attention to the characteristics of the users receiving the gamified experience and especially to Generation Z, which represents the current generation of university students. In addition to delimiting the concept of gamification, this chapter examines the differences between games and gamified experiences. Some authors have claimed that it is necessary to make such a distinction to determine when a gamified activity is being implemented and when a game is simply being used for educational purposes.