Games-Based Learning in Business Management Programmes – a Reflective Analysis of Students’ Experience.

Nurun Nahar
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 Findings from this study indicate, application of games-based learning as a pedagogical intervention, can improve learning experience of students on business management programmes by allowing students to take ownership of learning. The co-created application piloted in this study, helped students to recall contents learned and track their performance through instant feedback received upon completion of a game. It also supported students in identifying weaknesses in their grasp of knowledge related to particular topics within a module and motivated them to work on areas of improvements. A key challenge identified by the students was expectation of a variety of games within GBL approaches to keep intrinsically motivated to use such applications for learning.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1596","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Games-based learning constitutes integrating games into learning experiences to create effective learning environments by applying some common characteristics which improve intrinsic and extrinsic motivation. Using an exploratory study design and reflexive thematic analysis, this paper shares insights from a research study conducted between September 2021-April 2023, to co-evaluate the effectiveness of a co-created games-based learning application, for formative assessment of learning on a business undergraduate programme. Potential benefits of games-based learning in higher education institutions (HEI) include introduction of a structured rewards system and goals in a fun and focused way into learning that can act as a powerful motivator to enhance engagement and promote participative interaction It offers an alternative opportunity to HEIs to redefine learner experience by re-evaluating contemporary pedagogies. Findings from this study indicate, application of games-based learning as a pedagogical intervention, can improve learning experience of students on business management programmes by allowing students to take ownership of learning. The co-created application piloted in this study, helped students to recall contents learned and track their performance through instant feedback received upon completion of a game. It also supported students in identifying weaknesses in their grasp of knowledge related to particular topics within a module and motivated them to work on areas of improvements. A key challenge identified by the students was expectation of a variety of games within GBL approaches to keep intrinsically motivated to use such applications for learning.
企业管理课程中的游戏学习——学生经验的反思分析。
基于游戏的学习是将游戏整合到学习体验中,通过运用一些共同的特征来创造有效的学习环境,从而提高内在和外在动机。本文采用探索性研究设计和反思性主题分析,分享了2021年9月至2023年4月期间进行的一项研究的见解,以共同评估共同创建的基于游戏的学习应用程序的有效性,用于商业本科课程学习的形成性评估。在高等教育机构(HEI)中,基于游戏的学习的潜在好处包括以有趣和专注的方式引入结构化的奖励系统和目标,这可以作为增强参与度和促进参与性互动的强大动力。它为高等教育机构提供了通过重新评估当代教学法来重新定义学习者体验的另一种机会。本研究的结果表明,将基于游戏的学习作为一种教学干预,可以通过让学生掌握学习的所有权来改善学生在企业管理课程中的学习体验。在这项研究中试点的共同创建的应用程序,帮助学生回忆所学的内容,并通过完成游戏后收到的即时反馈来跟踪他们的表现。它还帮助学生确定他们在掌握模块内特定主题相关知识方面的弱点,并激励他们在改进领域开展工作。学生们发现的一个关键挑战是期望在GBL方法中有各种各样的游戏,以保持使用这些应用程序进行学习的内在动机。
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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