{"title":"Gamification in Business Education: An Experience Sharing","authors":"Lan Thị Nguyễn, L. Nguyen, G. Tan","doi":"10.1145/3401861.3401867","DOIUrl":null,"url":null,"abstract":"This paper provides a case study in the implementation of gamification in a business course in a renowned Australian university. We record feedback from both undergraduate and postgraduate students over three semesters in 2016 and 2017 to steadily adjust the gamification strategy. Our aim is to ensure that the students can benefit the most from this 21st century teaching approach. We find that the students have problems with understanding the game design and getting used to the game as a method of assessment. By making adjustments to our gamification strategy, we document that the students respond more positively after each semester. Our study, therefore, fills the gap in the literature by examining gamification as a process in which we need to continuously make adjustments to overcome any potential challenges. It also provides a research framework for future studies of similar topic to have a comparative understanding about gamification application in higher education.","PeriodicalId":403147,"journal":{"name":"Proceedings of the 2020 2nd International Conference on Modern Educational Technology","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2020 2nd International Conference on Modern Educational Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3401861.3401867","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
This paper provides a case study in the implementation of gamification in a business course in a renowned Australian university. We record feedback from both undergraduate and postgraduate students over three semesters in 2016 and 2017 to steadily adjust the gamification strategy. Our aim is to ensure that the students can benefit the most from this 21st century teaching approach. We find that the students have problems with understanding the game design and getting used to the game as a method of assessment. By making adjustments to our gamification strategy, we document that the students respond more positively after each semester. Our study, therefore, fills the gap in the literature by examining gamification as a process in which we need to continuously make adjustments to overcome any potential challenges. It also provides a research framework for future studies of similar topic to have a comparative understanding about gamification application in higher education.