@inproceedings{db32e7ff1699405baeaca70dd65f0f0b,
title = "Using Gamification to Develop Students As Strategic Thinkers: A Qualitative Perspective",
abstract = "The use of gamification as an instructional strategy has gained significant attention in recent years as a way of increasing student engagement and motivation. Gamification involves the application of game design principles to non-game contexts, such as higher education. One area in which gamification has shown particular promise is in developing students' strategic thinking abilities. This qualitative study explores university students' post-module reflections on their experience of working in teams over the course of a seven-week intensive postgraduate business analytics simulation module. Reflections were analysed using thematic analysis to identify common themes and patterns with respect to students' strategic thinking in terms of decision-making. The study findings strongly suggests that gamification, particularly the use of business simulations, can be an effective tool for developing students' strategic mindsets, in terms of the process for decision-making, impact of critical incidents, the lessons they learned and corrective action taken, along with the role of the team itself.",
keywords = "Decision-Making, E-Learning, Gamification, Higher Education, Simulation, Strategic Thinking",
author = "O'Brien, {Michael P.} and Yvonne Costin",
note = "Publisher Copyright: {\textcopyright} 2023 Academic Conferences Limited. All rights reserved.; 22nd European Conference on e- Learning, ECEL 2023 ; Conference date: 26-10-2023 Through 27-10-2023",
year = "2023",
language = "English",
series = "Proceedings of the European Conference on e-Learning, ECEL",
publisher = "Academic Conferences and Publishing International Limited",
pages = "226--233",
editor = "Johnston, {Sarah Jane} and Shawren Singh",
booktitle = "Proceedings of the 22nd European Conference on e- Learning, ECEL 2023",
}