ENHANCING MOTIVATION IN ONLINE HIGHER EDUCATION STUDIES THROUGH GAMIFICATION: A CASE STUDY OF AN AUDIO-ESCAPE GAME IN A FOOD SERVICE PLANNING COURSE
South-Eastern Finland University of Applied Sciences (FINLAND)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Online learning environments often pose challenges related to student motivation and interaction, especially when courses are conducted entirely remotely. While previous research on gamification has mainly focused on individual game elements, the use of service‑oriented gamification in higher education remote remains relatively unexplored. This study investigates a newly developed audio-escape game designed according to service‑dominant gamification principles and implemented in the fully online Food Service Planning course within the hospitality management degree programme at South-Eastern Finland University of Applied Sciences, Xamk. The article aims to analyse how this gamified approach can support student motivation, experiential learning, and competence development.
The data was gathered through a post-assignment survey in a fully online food planning course running in Autumn 2023. The data was split into two groups: those who completed the gamified assignment (n = 16) and those who completed alternative assessments (n = 17). A single-variable analytical approach was used to examine self-reported motivation, task clarity, and learning experience across the two formats. The survey consisted of background questions, open-ended questions, and Likert-scale items measuring self-reported motivation, task clarity, and learning experience.
The findings indicate that the audio-escape game enhanced motivation and provided a more experiential and engaging way to apply course concepts. Although differences in competence development were minor, the gamified assignment did not negatively affect students’ learning assessments. Moreover, participants considered the task clearer and less burdensome than other formats.
Overall, this article contributes new insights into the pedagogical value of audio-based escape games and broadens gamification research through a service-oriented approach. The findings indicate that further research is necessary to understand how gamification affects motivation, engagement, and learning outcomes.Keywords:
Gamification, education, remote learning, motivation.