Using Gamification to Develop Students As Strategic Thinkers: A Qualitative Perspective

Michael P. O'Brien, Yvonne Costin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.

Original languageEnglish
Title of host publicationProceedings of the 22nd European Conference on e- Learning, ECEL 2023
EditorsSarah Jane Johnston, Shawren Singh
PublisherAcademic Conferences and Publishing International Limited
Pages226-233
Number of pages8
ISBN (Electronic)9781914587900
Publication statusPublished - 2023
Event22nd European Conference on e- Learning, ECEL 2023 - Pretoria, South Africa
Duration: 26 Oct 202327 Oct 2023

Publication series

NameProceedings of the European Conference on e-Learning, ECEL
Volume2023-October
ISSN (Print)2048-8637
ISSN (Electronic)2048-8645

Conference

Conference22nd European Conference on e- Learning, ECEL 2023
Country/TerritorySouth Africa
CityPretoria
Period26/10/2327/10/23

Keywords

  • Decision-Making
  • E-Learning
  • Gamification
  • Higher Education
  • Simulation
  • Strategic Thinking

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