Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course

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Bibliographic Details
Title: Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course
Language: English
Authors: Szendroi, László (ORCID 0000-0001-7768-0604), Dhir, Krishna S., Czakó, Katalin
Source: International Journal of Game-Based Learning. 2022 12(1).
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Peer Reviewed: Y
Page Count: 19
Publication Date: 2022
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Game Based Learning, Economics Education, Undergraduate Students, Outcomes of Education, Learner Engagement, Student Motivation, Relevance (Education), Personality Traits
DOI: 10.4018/IJGBL.294014
ISSN: 2155-6849
2155-6857
Abstract: In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and participation. To ascertain these, a questionnaire was administered to the participants. The results indicated that gamification provided significant positive effect on all variables listed above except motivation. Additional objectives of the article were to link the effects to Marczewski's player types, namely, Philanthropists, Socialisers, Free spirits, Achievers, Players, and Disruptors, and to measure whether there are differences between the types in terms of the variables indicated above. Gamification resulted in positive effects on all player types except the player type of Disruptors.
Abstractor: As Provided
Entry Date: 2022
Accession Number: EJ1344060
Database: ERIC
Description
Abstract:In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and participation. To ascertain these, a questionnaire was administered to the participants. The results indicated that gamification provided significant positive effect on all variables listed above except motivation. Additional objectives of the article were to link the effects to Marczewski's player types, namely, Philanthropists, Socialisers, Free spirits, Achievers, Players, and Disruptors, and to measure whether there are differences between the types in terms of the variables indicated above. Gamification resulted in positive effects on all player types except the player type of Disruptors.
ISSN:2155-6849
2155-6857
DOI:10.4018/IJGBL.294014