Research

Using Experiential Education and Gamification to enhance the Quality of Instruction

Using Experiential Education and Gamification to enhance the Quality of Instruction

Using Experiential Education and Gamification to enhance the Quality of Instruction

Tran Minh Tung

Abstract

"Higher education institutions' performance is increasingly dependent on the caliber of their instruction. Learning through games (GBL) and learning through experience (EBL) are the two main instructional strategies that are widely used in this setting to enhance the effectiveness of teaching-learning by assisting both teachers and students in reaching their objectives. The majority of instructors find teaching in the post-Covidien era to be yet another challenge. The purpose of this study was to present an orderly overview of the literature on the use of GBL as a tool to increase the distinctiveness and excellence of the teaching process in general and, in specifically, the teaching of hotel management, given the significance of the issue in higher education. The paper largely looked through the most relevant academic literature on gamification's use in educational settings. An empirical analysis of a project based on a game that involved 27 players from FPT University Danang's hospitality program has produced some striking findings. One of the key findings of this study is the description of theoretical approaches, namely to GBL and EBL, as well as the provision of a conceptual model that compiles the contributions of many studies and paves the way for future, in-depth research. A syllabus for hospitality and tourist management that gradually incorporates various forms of experiential learning is another significant conclusion. The significance of the research findings demonstrates the need for close connections between the best aspects of the academic and real-world contexts in order to improve teaching and learning in terms of engagement, enjoyment, and effectiveness."

Reference

Tung, T. M. (2023). Using experiential education and gamification to enhance the quality of instruction. Journal of Namibian Studies. https://www.namibian-studies.com/index.php/JNS/article/view/1167

Keywords

Gamification in Teaching, Experimental Education, PBLs