Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course
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| Title: | Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course |
|---|---|
| Language: | English |
| Authors: | Szendroi, László (ORCID |
| Source: | International Journal of Game-Based Learning. 2022 12(1). |
| Availability: | IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/ |
| 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 |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1344060 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Szendroi%2C+László%22">Szendroi, László</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7768-0604">0000-0001-7768-0604</externalLink>)<br /><searchLink fieldCode="AR" term="%22Dhir%2C+Krishna+S%2E%22">Dhir, Krishna S.</searchLink><br /><searchLink fieldCode="AR" term="%22Czakó%2C+Katalin%22">Czakó, Katalin</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Game-Based+Learning%22"><i>International Journal of Game-Based Learning</i></searchLink>. 2022 12(1). – Name: Avail Label: Availability Group: Avail Data: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 19 – Name: DatePubCY Label: Publication Date Group: Date Data: 2022 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Economics+Education%22">Economics Education</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Relevance+%28Education%29%22">Relevance (Education)</searchLink><br /><searchLink fieldCode="DE" term="%22Personality+Traits%22">Personality Traits</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.4018/IJGBL.294014 – Name: ISSN Label: ISSN Group: ISSN Data: 2155-6849<br />2155-6857 – Name: Abstract Label: Abstract Group: Ab Data: 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2022 – Name: AN Label: Accession Number Group: ID Data: EJ1344060 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1344060 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.4018/IJGBL.294014 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 19 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Economics Education Type: general – SubjectFull: Undergraduate Students Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Relevance (Education) Type: general – SubjectFull: Personality Traits Type: general Titles: – TitleFull: Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Szendroi, László – PersonEntity: Name: NameFull: Dhir, Krishna S. – PersonEntity: Name: NameFull: Czakó, Katalin IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2022 Identifiers: – Type: issn-print Value: 2155-6849 – Type: issn-electronic Value: 2155-6857 Numbering: – Type: volume Value: 12 – Type: issue Value: 1 Titles: – TitleFull: International Journal of Game-Based Learning Type: main |
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