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Students Engagement and Motivation in Gamified Learning

Author

Listed:
  • Mihaela Covrig

    (Bucharest University of Economic Studies, Bucharest, Romania)

  • Simona Irina Goia (Agoston)

    (Bucharest University of Economic Studies, Bucharest, Romania)

  • Ramona Stefania Igret

    (Bucharest University of Economic Studies, Bucharest, Romania)

  • Cristian Virgil Marinas

    (Bucharest University of Economic Studies, Bucharest, Romania)

  • Alexandra Dorina Miron

    (Bucharest University of Economic Studies, Bucharest, Romania)

  • Monica Roman

    (Bucharest University of Economic Studies, Bucharest, Romania)

Abstract

Recently, technology has been increasingly integrated into higher education through gamified learning, which applies game design principles to educational content. The purpose of the present paper is to assess and depict the engagement of students in the field of economics and business in gamified learning and to understand the relationship between engagement and motivation in gamified learning, elements less studied in the context of economics and business higher education, as shown in the literature. The paper proposes an original approach both in terms of the research method and the context of the study. In order to analyse engagement in gamified learning, we use Nicola Whitton's scale and employ an exploratory factor analysis on data collected through a questionnaire-based survey distributed among students at one of the largest universities of economics and business in Romania, namely The Bucharest University of Economic Studies (BUES). The analysis reveals three specific engagement factors: the first factor represents interest in new challenges; the second factor reflects immersion in gamified learning and satisfaction of completing; the third factor is related to students' purposes and clarity of the goals. Our results show that all factors exhibit positive associations with student learning motivation, while the first factor also indicates an association with the gender of the respondents. A good understanding of these factors can contribute to improving the teaching process by integrating gamification into teaching activities.

Suggested Citation

  • Mihaela Covrig & Simona Irina Goia (Agoston) & Ramona Stefania Igret & Cristian Virgil Marinas & Alexandra Dorina Miron & Monica Roman, 2023. "Students Engagement and Motivation in Gamified Learning," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 25(S17), pages 1003-1003, November.
  • Handle: RePEc:aes:amfeco:v:25:y:2023:i:s17:p:1003
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    References listed on IDEAS

    as
    1. Jesús Fernández-Gavira & Santiago Castro-Donado & Daniel Medina-Rebollo & M. Rocío Bohórquez, 2021. "Development of Emotional Competencies as a Teaching Innovation for Higher Education Students of Physical Education," Sustainability, MDPI, vol. 14(1), pages 1-20, December.
    2. Roxana Procopie & Robert Bumbac & Smaranda Giu?ca & Andra Vasilcovschi, 2015. "The Game of Innovation. Is Gamification a New Trendsetter?," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 17(S9), pages 1142-1142, November.
    3. Alina Mihaela Dima & Mihail Busu & Vanesa Madalina Vargas, 2022. "The mediating role of students’ ability to adapt to online activities on the relationship between perceived university culture and academic performance," Oeconomia Copernicana, Institute of Economic Research, vol. 13(4), pages 1253-1281, December.
    4. Roxana Procopie & Robert Bumbac & Smaranda Giu?ca & Andra Vasilcovschi, 2015. "The Game of Innovation. Is Gamification a New Trendsetter?," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 17(Special 9), pages 1142-1142, November.
    5. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    Full references (including those not matched with items on IDEAS)

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    More about this item

    Keywords

    gamified learning; learning motivation; engagement; internship; skills; higher education.;
    All these keywords.

    JEL classification:

    • A2 - General Economics and Teaching - - Economic Education and Teaching of Economics
    • A23 - General Economics and Teaching - - Economic Education and Teaching of Economics - - - Graduate
    • I21 - Health, Education, and Welfare - - Education - - - Analysis of Education

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