Gamification is a tool that has been used to promote commitment and motivation to students. This fact, coupled with the intensive use made by students of their smart phones, has led to the development of the HEgameApp application. This study shows that students' satisfaction will be influenced directly by application features, and it will influence pro-deep-learning approaches. Besides, the initiative will be visible through word of mouth. According to this study a gamified application can contribute to the pro-deep-learning approaches as students wish to expose their private learning-related actions to friends. An interesting finding of this study is the connection between the users' satisfaction and the promotion of behaviors related to deep learning strategies, since the more satisfied the students are, the more their deep learning strategies will be promoted. Another relevant finding comes from the teaching institution, as this type of initiative is very well accepted by the students and will improve the image, providing a smart academic, studentfocused reputation to the implementing academia.
This paper analyses the role of study-abroad programmes in higher education by examining how students’ participation can foster competence development and employability expectations. Our research focuses on the acquisition of competences through the international mobility programme Erasmus+ of 191 students of an undergraduate programme in tourism, considering the different perceptions of male and female students. Our results confirm that five out of the six competences which students develop through Erasmus+ mobility have a positive and significant influence on their employability expectations. Our findings also confirm that male and female students have different perceptions concerning the influence on their employability expectations of those competences acquired during their experience studying abroad.
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