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

Saved in:
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).
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
Header DbId: eric
DbLabel: ERIC
An: EJ1344060
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
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
ResultId 1