Research

Gamification in Higher Education (Case Study on a Management Subject)

Gamification in Higher Education (Case Study on a Management Subject)

Gamification in Higher Education (Case Study on a Management Subject)

By Andrea Bencsik, Adriana Mezeiova and Bernadett Oszene Samu

Abstract

“In today’s education systems, new solutions are required for educators to raise and maintain the interest of young people (from primary school to higher education). The aim of the study is to present a self-developed gamification solution and its application in higher education in economics. The method, the process, and experiences presented in the study were tested within the framework of a management subject. The gamification model, based on an extensive literature review, was elaborated with the help of a self-developed method. Prior to the development of the process, students’ opinions on their experiences and expectations for current educational methods were surveyed. After the end of the semester, our students were asked on their feedback, and a national survey was conducted in higher education institutions about the experiences with gamification solutions. The positive consequences of the application of our own model, can be traced in the students’ continuous and year-end performance (a higher level of task solutions and better grades) and also in their feedback. Although the subject of the test semester was a management-type subject, the logic of the model can be applied within the framework of any other subject and in any higher education institution as well.”

Reference

Bencsik, A., Mezeiova, A., & Samu, B. (2021). Gamification in higher education (case study on a management subject). Retrieved November 11, 2021, from http://www.ijlter.org/index.php/ijlter/article/view/3649

Keyword

Flow, gamification, gamification model, higher education, management, motivation, research