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




Case Master's Degree Program Business Management and Entrepreneurship

Anne Vihakara, Riitta Blue

International Conference on Institutional Leadership, Learning and Teaching

2015

 The Business & Management Review

5

128

136

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



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.




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