ABSTRACT

Moving from creativity to gamification techniques to make learning easier and more interesting, Laura Varela-Candamio, Joaquín Enríquez-Díaz, and Marcos Rouco-Couzo analyzed whether gamification influences learning by improving learning outcomes and student attitudes. To test their ideas, the authors chose to use an experimental study design that compares the results of the experimental group and the control group. Rab Paterson, in turn, offered the idea of using Zotero in the study process, which can help to develop the list of references when a student is required to gather their scientific knowledge in research. The results summarized in this chapter indicate that the usage of Zotero has a major and measurable impact on students' ability to create references lists more accurately. It was tested in an action study in one particular group of students through pre-tests and post-tests.