Can the GameBased Learning Come? Virtual Classroom in Higher Education of 21st Century In recent years, the growing popularity of gamification in learningorganization has shown that it will become an integral part of both traditional and online education at different educational levels. Schools have begun to recognize the value of a successful gamification strategy in motivating students and stimulating the effectiveness of the learning process. The article presents a kind of gamebased teachinglearning environment, a solution for integrating digital games into the learningteaching process, linking theoretical and practical knowledge by the game through elearning of accounting skills with special emphasis on the experiential learning method. The gamebased virtual classroom presented in the present article has been working successful in higher education for several years, the number of the active students grown from semester to semester, the gamification becomes more and more popular in this level of the education, too.

A Methodology to Motivate Students to Develop Transversal Competencies in Academic Courses Based on the Theory of Planned Behavior by using Gamification and ANNs The next generation of students are not getting well prepared to deal with the world of work, not because of a defective education but rather because of the new ways they learn and the availability of the information. Teaching methodologies, specific in mathematics for undergrads, requires to be updated for the new generations to send new stimulus in the learning process. These methods and educational tools need to allow the students to have customized learning so they can study outside the classroom. Gamification in education field offers a new way to teach, engage and motivate students to study. On the other hand, the challenges that a professoru0027s faces up when they teach are related to students who possess a wide range of different skills, previous experiences and motivations that are present when the students take the class. Thus, Tecnologico de Monterrey, through the Tec21 Model, is developing disciplinaries and transversals competences in students through collaborative work and learning based on challenges to attend the actual educative needs. This paper proposes a tailored methodological process that takes advantage of the gamification through an Artificial Neural Network using a competencebased teaching method supported by the theory of planned behavior (TPB) to motivate students to develop the required skills specified on the Tec21 model