Gamification in higher education (case study on a management subject)

13Citations
Citations of this article
106Readers
Mendeley users who have this article in their library.
Get full text

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.

References Powered by Scopus

Active learning increases student performance in science, engineering, and mathematics

5997Citations
N/AReaders
Get full text

Does gamification work? - A literature review of empirical studies on gamification

3235Citations
N/AReaders
Get full text

Gamifying learning experiences: Practical implications and outcomes

1275Citations
N/AReaders
Get full text

Cited by Powered by Scopus

Gamification of e-learning in higher education: a systematic literature review

138Citations
N/AReaders
Get full text

Computer-based business games in higher education: A proposal of a gamified learning framework

28Citations
N/AReaders
Get full text

Implementation of Gamification Principles into Higher Education

14Citations
N/AReaders
Get full text

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Cite

CITATION STYLE

APA

Bencsik, A., Mezeiova, A., & Samu, B. O. (2021). Gamification in higher education (case study on a management subject). International Journal of Learning, Teaching and Educational Research, 20(5), 211–231. https://doi.org/10.26803/IJLTER.20.5.12

Readers' Seniority

Tooltip

Lecturer / Post doc 14

47%

PhD / Post grad / Masters / Doc 8

27%

Professor / Associate Prof. 6

20%

Researcher 2

7%

Readers' Discipline

Tooltip

Business, Management and Accounting 9

36%

Computer Science 7

28%

Social Sciences 5

20%

Arts and Humanities 4

16%

Save time finding and organizing research with Mendeley

Sign up for free