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Gamification to enhance engagement and higher order learning in entrepreneurial education

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posted on 2023-04-25, 15:17 authored by Roisin LyonsRoisin Lyons, Grace Fox, Simon Stephens

Purpose – In 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/approach – In 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 feedback about its design and efficacy.

Findings – The students’ overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.

Originality/value – This study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.

History

Publication

Education and Training

Publisher

Emerald Publishing

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This article is (c) Emerald Group Publishing and permission has been granted for this version to appear here https://researchrepository.ul.ie/. Emerald does not grant permission for this article to be further copied/distributed or hosted elsewhere without the express permission from Emerald Group Publishing Limited. To reuse the AAM for commercial purposes, permission should be sought by contacting permissions@emerald.com.

Department or School

  • Management & Marketing

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