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Gamification and E-Learning in Global Adult Education – Case Master's Degree Program Business Management and Entrepreneurship




SubtitleCase Master's Degree Program Business Management and Entrepreneurship

List of AuthorsAnne Vihakara, Riitta Blue

Conference nameInternational Conference on Institutional Leadership, Learning and Teaching

Publication year2015

JournalThe Business & Management Review

Volume number5

Start page128

End page136

URLwww.abrmr.com/download.php?file=v6%20n5%20bmr%2022.pdf


Abstract

The aim of this paper is to explore the impact of gamification on learning international business

management. The theoretical framework consists of e-learning theories and principles, as well as theories and concepts of gamification. The data for this paper derives from the Master’s degree students’ experiences of playing a global business game online. The students had at least three years of work experience prior to their studies. The students were located in Finland, Sweden, Norway and Russia, and the supervisor in Finland. The game was conducted 100% online. The students were excited of the new way of learning. Additionally, the business game helped the students to analyze and solve business problems at work.



Last updated on 2021-24-06 at 08:24