Gamification as a Teaching Strategy: Is It Effective?

Authors

  • David Sturges University of Texas-Pan American
  • Jessica Sánchez University of Texas-Pan American
  • Anthony Salinas University of Texas-Pan American

DOI:

https://doi.org/10.55420/2693.9193.v5.n2.216

Keywords:

online courses, higher education, simulation

Abstract

Gamification has become a trending concept in online courses for the past 10 or more years. Based on the analysis of psychological and social factors that make electronic games highly used in today’s population, gamification suggests ways to improve education course innovation, student engagement, student motivation, student critical thinking, and student decision-making. The question is, “Is it effective?” This paper evaluates an online graduate course in business administration at a state university with a majority Hispanic student population to determine if the concept is effective as a teaching strategy option.

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References

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Published

2015-05-30

How to Cite

Sturges, D., Sánchez, J., & Salinas, A. (2015). Gamification as a Teaching Strategy: Is It Effective?. HETS Online Journal, 5(2), 21-44. https://doi.org/10.55420/2693.9193.v5.n2.216

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Articles