Gamification in Higher Education Instruction (HEI) and Student Outcomes

Document Type

Article

Publication Date

Spring 2024

Abstract

This article offers an introductory review of the use of gaming technology in higher education instruction (HEI) across multiple nations and its relationship to student engagement, retention and learning outcomes. Gaming instruction is defined in multiple ways that include boardgames, digital games, teaming processes and other interactive learning events that are shared experiences. In general, studies indicate that in a variety of nations, when gaming instruction is included in coursework, students seemed more engaged in learning, more likely to complete the course and more likely to continue their education.

Publication

Journal for Leadership and Instruction

Publisher

SCOPE Education Services

Volume

23

Issue

1

Pages

29-38

Department

College of Business and Management


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