Program
Teaching M.A.
Number of Pages
59
Year Approved
2024
First Advisor
Elliott, Nathan
Second Reader
Lisa Silmser
Abstract
Gamification has been a tool used to increase students' motivation and engagement. A substantial amount of research has been done on the use of gamification and game-based learning in higher education business courses. With the integration of technology in classrooms today, gamification has the ability to provide educators with a tool to supplement students' learning through a variety of gamified applications. While there are positive and negative aspects presented with using gamification in the classroom, gamification allows for students to further develop their perceived learning, implement critical thinking skills, and motivate students to take ownership of their learning. Educators are responsible for educating themselves on the strategies for the use of gamification in the classroom and how it can be used effectively for students to demonstrate knowledge of the course's learning outcomes. The research is rather limited on the use of gamification and game-based learning in high school business courses, however, the research that exists mentions that students in those business courses found gamification to help improve their knowledge of the subject material and motivated them to engage more in their learning experience. In essence, when gamification is effectively employed by educators, students reap positive benefits that improve their learning experience.
Degree Name
Teaching M.A.
Document Type
Masterʼs thesis
Recommended Citation
Mohamed, S. A. (2024). Impact of Gamification in High School Business Courses [Masterʼs thesis, Bethel University]. Spark Repository. https://spark.bethel.edu/etd/1064