2023
DOI: 10.1108/et-05-2022-0204
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Gamification to enhance engagement and higher order learning in entrepreneurial education

Abstract: PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedbac… Show more

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Cited by 10 publications
(10 citation statements)
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“…Future research would also benefit from exploring students' perceptions of newer selections tests such as gamification methods (e.g. Lyons et al ., 2023) and obtaining objective outcome measures such as students' completion of embedded careers courses and their future success in obtaining graduate work. If embedded careers courses are indeed effective in helping students obtain graduate work (e.g.…”
Section: Discussionmentioning
confidence: 99%
“…Future research would also benefit from exploring students' perceptions of newer selections tests such as gamification methods (e.g. Lyons et al ., 2023) and obtaining objective outcome measures such as students' completion of embedded careers courses and their future success in obtaining graduate work. If embedded careers courses are indeed effective in helping students obtain graduate work (e.g.…”
Section: Discussionmentioning
confidence: 99%
“…Training potential entrepreneurs requires motivation, realistic experiences, continuous feedback, experiential learning, risk tolerance, and reduced fear of failure (Goi, 2023;He et al, 2023;Lyons To meet these criteria, teaching entrepreneurship can be based on innovative educational approaches that use games and their elements to encourage participation and engagement (Blass & Tolnai, 2022;Hu, 2020;Kulpa, 2017;Muriel & Crawford, 2020).…”
Section: Gamification and Teaching Managementmentioning
confidence: 99%
“…This theory describes the state of mind in which a person is completely immersed in an activity, feeling focused, energized, and deeply engaged by the challenge (He et al, 2023). By incorporating rewards, clear goals, success, failure and challenges, gamification seeks to achieve this state of mind to increase student engagement (Goi, 2023;He et al, 2023;Lyons et al, 2023). Therefore, games as a pedagogical approach have the potential to make activities more dynamic and motivating, significantly increasing the likelihood of participants experiencing the state of flow.…”
Section: Gamification and Teaching Managementmentioning
confidence: 99%
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“…Through the implementation of simple gamification, student creativity can be stimulated and explored which has an impact on the efficiency and effectiveness of elaboration and exploration of learning material. Through the implementation of simple gamification, students can be stimulated to be creative and determine the best way to optimize the elaboration and exploration of learning material ( (Luarn et al, 2023); (Chen et al, 2023); (Lyons et al, 2023)).…”
Section: Introductionmentioning
confidence: 99%