Gamification to enhance engagement and higher order learning in entrepreneurial education
ISSN: 0040-0912
Article publication date: 25 April 2023
Issue publication date: 10 May 2023
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.
Keywords
Acknowledgements
The authors wish to acknowledge the invaluable contribution of the Editor and the two reviewers. Their insights, guidance and recommendations have resulted in significant improvements to this paper.
Citation
Lyons, R.M., Fox, G. and Stephens, S. (2023), "Gamification to enhance engagement and higher order learning in entrepreneurial education", Education + Training, Vol. 65 No. 3, pp. 416-432. https://doi.org/10.1108/ET-05-2022-0204
Publisher
:Emerald Publishing Limited
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