DIGITAL LIBRARY
GAMIFIED LEARNING IN HIGHER-EDUCATION TEACHING: A PROPOSAL FOR MBA STUDENTS
Universidad Politécnica de Cartagena (SPAIN)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Page: 10612 (abstract only)
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.2198
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
With the arrival of the European Higher Education Area (EHEA) and Bologna Process, important methodological changes have been introduced in the teaching practices carried out in the Spanish university. In this regard, the rapid expansion of gamification tools in higher education justifies the importance of its study. Gamification, defined as the use of game design elements in non-game contexts, is becoming increasingly important in academia, with numerous studies showing the benefits of their implementation. However, there is little evidence on its application in economic and financial fields. The main objective of this paper is to present a gamification proposal for a group of graduate students enrolled in the Financial Management course belonging to the Master’s in Business Administration (MBA). Students will become potential entrepreneurs in search of establishing economic and financial viability for their start-up. We are attempting to encoure students motivation, commitment and creativity, presenting simulations of experiences that they will encounter in the real world.
Keywords:
Gamification, higher education, motivation, finance.