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The University of San Francisco

2014

Marketing (Formerly Marketing and Law)

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Full-Text Articles in Education

Get Your Head In The Game: Using Gamification In Business Education To Connect With Generation Y, Sonja Martin Poole, Elyria Kemp, Lauri Patterson, Kimberly Williams Jan 2014

Get Your Head In The Game: Using Gamification In Business Education To Connect With Generation Y, Sonja Martin Poole, Elyria Kemp, Lauri Patterson, Kimberly Williams

Marketing (Formerly Marketing and Law)

Generation Y learners think and learn differently. They seek learning environments that are relaxed, flexible, interactive, and engaging. Gamification incorporates game mechanics to non-game contexts and has been found to motivate or incentivize students using rewards such as points, badges, and certificates. The purpose of this research is to investigate how utilizing gamification mechanics and customer engagement principles in college business courses can engage and foster learning among Generation Y students. Findings from this research suggest that using gamification techniques in the classroom can be an effective tool for enhancing student engagement and learning. Implications and future research are presented.