Conferences of Sekolah Tinggi Manajemen PPM, THE 5TH ASIA-PACIFIC MANAGEMENT RESEARCH CONFERENCE

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Effectiveness of Gamification in Higher Education: A Study of the SMEV Business Simulation Game
Eliot Simangunsong

Last modified: 2024-08-01

Abstract


This study investigates the effectiveness of learning gamification in higher education through the SMEV business simulation game. The research was conducted using surveys from undergraduate students at a business school in South Tangerang, Indonesia, who were hypothetically assigned to organize PROEXPO events in various industries. The results showed that gamified classes were effective in achieving higher learning outcomes and class dynamics, as evidenced by an increase in average scores before and after the start of the class. Further analysis using a paired sample t-test confirmed these findings. The study concludes that gamification can help address the decline in motivation and engagement among young adults in traditional education, with increased average scores before and after class. Further research is needed for broader studies.


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