Date of Award
Creative Studies, M.S.
Center for Studies in Creativity
2019 has been the year in which climate change and climate conscience have been key concepts, the first trimester of 2020 has been determined by the coronavirus pandemic. Exactly in the same way changing external conditions make any project in need of pivoting, Higher Education has to adapt and change as well. A first identified step is the development of e-learning, but then the shorter attention span and other external reasons for the new profile of students make it difficult. Gamification was therefore identified as a possible solution. The current project describes the process of submitting a proposal of ERASMUS + project to the European Commission on the gamification of Higher Education.
Chisu, Carine, "Submitting an ERASMUS + Project On Gamifying Higher Education" (2020). Creative Studies Graduate Student Master's Projects. 308.