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
Recommended Citation
Rao, Harika, "Gamification in Higher Education Instruction (HEI) and Student Outcomes" (2024). Faculty and Staff Publications & Presentations. 1510.
https://spiral.lynn.edu/facpubs/1510