Gamification in education: the case of gamified learning in teams

Rushana Khusainova*, Yasin Sahhar, Ad de Jong

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

Gamified learning has become a common practice in multiple domains. Hitherto, the focus has been on gamified learning as a driver of individual student experiences and contributions and leave interpersonal and team elements behind. The purpose of this chapter is to examine team-based gamified learning in a higher educational context using a real-life game. Empirical efforts focus on student and instructor narratives from multiple business schools and universities. The findings point out that interpersonal and team dynamics are paramount in (gamified) learning experiences and uncover key dimensions for effective gamified learning. Instructor reflections propose practical tips for successfully implementing and running a game.
Original languageEnglish
Title of host publicationHandbook of Teaching and Learning at Business Schools
Subtitle of host publicationA Practice-Based Approach
EditorsThyra Uth Thomsen, Adam Lindgreen, Annemette Kjærgaard, Eleri Rosier, Aybars Tuncdogan
Place of PublicationCheltenham, UK & Northampton, MA, USA
PublisherEdward Elgar
Chapter10
Pages138-151
ISBN (Electronic)9781789907476
ISBN (Print)9781789907469
DOIs
Publication statusPublished - 19 Nov 2021

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