Gamification in Business Education: An Experience Sharing

Lan Thị Nguyễn, L. Nguyen, G. Tan
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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.
商业教育中的游戏化:经验分享
本文以澳大利亚一所著名大学的商科课程为例,介绍了游戏化教学的实施情况。我们记录了2016年和2017年三个学期本科生和研究生的反馈,以稳步调整游戏化策略。我们的目标是确保学生能够从21世纪的教学方法中获益最多。我们发现学生在理解游戏设计和习惯游戏作为一种评估方法方面存在问题。通过调整我们的游戏化策略,我们发现学生在每个学期后的反应都更加积极。因此,我们的研究填补了文献中的空白,将游戏化视为一个我们需要不断调整以克服任何潜在挑战的过程。对游戏化在高等教育中的应用进行比较理解,为今后类似课题的研究提供了一个研究框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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