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Gamification to enhance engagement and higher order learning in entrepreneurial education

  • Dublin City University
  • Atlantic Technological University

Research output: Contribution to journalArticlepeer-review

Abstract

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.

Original languageEnglish
Pages (from-to)416-432
Number of pages17
JournalEducation and Training
Volume65
Issue number3
DOIs
Publication statusPublished - 10 May 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Engagement
  • Entrepreneurship education
  • Gamification
  • Higher-order learning

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