O2 Muu julkaisu
Gamification and E-Learning in Global Adult Education – Case Master's Degree Program Business Management and Entrepreneurship
Alaotsikko: Case Master's Degree Program Business Management and Entrepreneurship
Tekijät: Anne Vihakara, Riitta Blue
Konferenssin vakiintunut nimi: International Conference on Institutional Leadership, Learning and Teaching
Julkaisuvuosi: 2015
Journal: The Business & Management Review
Vuosikerta: 5
Aloitussivu: 128
Lopetussivu: 136
Verkko-osoite: 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.