6th North American International Conference on Industrial Engineering and Operations Management

Coordinating Gamification in a Blended Learning Entrepreneurship Course: Discussing Student Learning and Achievement Motivation

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Track: Business Management
Abstract

Purpose Students’ passive activities, such as reading and watching activity make learning process can't run well. Only active communication with their colleagues, facilitators, and other learning resources make process run well. In this case, we use gamification to improve student's learning motivation. This study used four scales to obtain consistent and measurable data. Scale 1 and 2 were to analyze the level of knowledge about gamification framework, Scale 3 for concept and effectiveness and Scale 4 for fun learning. In conclusion,  entrepreneurship courses through gamification run effectively because students are interested in gamification because it is new for them and able to establish good communication patterns as well as makes students more literate on technology...

Published in: 6th North American International Conference on Industrial Engineering and Operations Management, Monterrey, Mexico

Publisher: IEOM Society International
Date of Conference: November 3-5, 2021

ISBN: 978-1-7923-6130-2
ISSN/E-ISSN: 2169-8767