Games and gamification in business school courses: Experiential education that creates engagement and flow
نویسندگان
چکیده
Decision Sciences Journal of Innovative EducationVolume 19, Issue 3 p. 170-172 INTRODUCTION Games and gamification in business school courses: Experiential education that creates engagement flow Joy E. Beatty, Corresponding Author [email protected] College Business, Eastern Michigan University, 900 Oakwood St, Ypsilanti, MI, 48197 Correspondence MI 48197. Email: [email protected] for more papers by this authorYi-Su Chen, University Michigan—Dearborn, 4901 Evergreen Rd, Dearborn, 48128Search authorBarbara D. Klein, author First published: 25 June 2021 https://doi.org/10.1111/dsji.12250Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare text full-text accessPlease review our Terms Conditions Use check box below share version article.I have read accept Wiley Online Library UseShareable LinkUse link a article with your friends colleagues. Learn more.Copy URL Share linkShare onEmailFacebookTwitterLinked InRedditWechat No abstract is available article. Volume19, Issue3Special Issue: Enhancing Business School Courses through Game?Based PedagogyJuly 2021Pages RelatedInformation
منابع مشابه
Digital games in health professions education: Advantages, disadvantages, and game engagement factors
Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclus...
متن کاملMixed Reality Serious Games and Gamification for smart education
The appeal of Mixed Reality (MR) digital games arouses interest among researchers and education specialists who since their recent proliferation, they have been trying to introduce their motivating potential in learning contexts. Our main research question in this work focuses on whether MR digital games can, via novel Presence (feeling of ‘being and doing there’ in a virtual or augmented world...
متن کاملthe survey of the virtual higher education in iran and the ways of its development and improvement
این پژوهش با هدف "بررسی وضعیت موجود آموزش عالی مجازی در ایران و راههای توسعه و ارتقای آن " و با روش توصیفی-تحلیلی و پیمایشی صورت پذیرفته است. بررسی اسنادو مدارک موجود در زمینه آموزش مجازی نشان داد تعداد دانشجویان و مقاطع تحصیلی و رشته محل های دوره های الکترونیکی چندان مطلوب نبوده و از نظر کیفی نیز وضعیت شاخص خدمات آموزشی اساتید و وضعیت شبکه اینترنت در محیط آموزش مجازی نامطلوب است.
the relationship between academic self-concept and academic achievement in english and general subjects of the students of high school
according to research, academic self-concept and academic achievement are mutually interdependent. in the present study, the aim was to determine the relationship between the academic self-concept and the academic achievement of students in english as a foreign language and general subjects. the participants were 320 students studying in 4th grade of high school in three cities of noor, nowshah...
A psychobiological model for managing student engagement in online courses using gamification principles
Gamification principles were applied to three online courses for undergraduate college students. A theoretical framework is presented for describing how student motivation and engagement are produced by psychological and biological underpinnings that operate at a micro-behavioral level to produce student engagement and involvement. The model makes visible the behavioral microunits out of which ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Decision Sciences Journal of Innovative Education
سال: 2021
ISSN: ['1540-4595', '1540-4609']
DOI: https://doi.org/10.1111/dsji.12250