Mairead Brady, A. Devitt, Markus Lamest, S. Pearson
{"title":"Winner and Losers in Gamification? The Role of Gamification in Third Level Learning and Higher Order Processing","authors":"Mairead Brady, A. Devitt, Markus Lamest, S. Pearson","doi":"10.2139/ssrn.2587057","DOIUrl":null,"url":null,"abstract":"A Marketing Plan Online Simulation Game was played as part of an Introduction to Marketing for a Business masters. Gamification is increasingly being used in both business and academic settings to support learning (Werbach, 2014; Simoes, Diaz and Vilez, 2013; Duvernet and Popp, 2014; Muntean, 2011). This paper presents preliminary finding from a study which explores the use of an online collaborative serious business game for student learning in a postgraduate introductory marketing module. This study found that there were many positive outcomes notably the increased engagement of students with theory and content and the development of higher order processing skills. The game also more accurately reflected the world of business and gave the students a sense of business practice and business team dynamics. The findings suggest that there are a variety of wins that students and lecturers get from this game but that the winner group did not necessarily learn the most. So the winners did not take all. The research shows that there was very valuable learning for the students who performed less well in the game but who focused more on the learning.","PeriodicalId":424932,"journal":{"name":"EduRN: Innovation Research & Policy Education (IRPN) (Topic)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"EduRN: Innovation Research & Policy Education (IRPN) (Topic)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2139/ssrn.2587057","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
A Marketing Plan Online Simulation Game was played as part of an Introduction to Marketing for a Business masters. Gamification is increasingly being used in both business and academic settings to support learning (Werbach, 2014; Simoes, Diaz and Vilez, 2013; Duvernet and Popp, 2014; Muntean, 2011). This paper presents preliminary finding from a study which explores the use of an online collaborative serious business game for student learning in a postgraduate introductory marketing module. This study found that there were many positive outcomes notably the increased engagement of students with theory and content and the development of higher order processing skills. The game also more accurately reflected the world of business and gave the students a sense of business practice and business team dynamics. The findings suggest that there are a variety of wins that students and lecturers get from this game but that the winner group did not necessarily learn the most. So the winners did not take all. The research shows that there was very valuable learning for the students who performed less well in the game but who focused more on the learning.
营销计划在线模拟游戏是商业硕士市场营销入门课程的一部分。游戏化越来越多地被用于商业和学术环境,以支持学习(Werbach, 2014;Simoes, Diaz and Vilez, 2013;Duvernet and Popp, 2014;统治下,2011)。本文介绍了一项研究的初步发现,该研究探索了在研究生市场营销入门模块中使用在线协作严肃商业游戏的学生学习。本研究发现有许多积极的结果,特别是增加了学生对理论和内容的参与,并发展了高阶处理技能。游戏也更准确地反映了商业世界,让学生们感受到商业实践和商业团队的活力。研究结果表明,学生和讲师从这个游戏中获得了各种各样的胜利,但赢家群体不一定学得最多。所以赢家并没有拿走全部。研究表明,对于那些在游戏中表现不佳但更专注于学习的学生来说,这是非常有价值的学习。