BUSINESS STUDIES AND GAMES – A WORTH TRIAL
Abstract
Abstract: Gamification is not a new term or approach to enhance our students’ willingness to learn. Koster (2004) says that fun is just another word for learning. This paper discusses both the characteristics of the generation we teach and what could be done in order to make our students interested in learning. It also gives an example of an easily accessible platform (Moodle), which not only gives immediate feedback but also makes them engages and motivated. The students who underwent through this way of teaching showed much better results at the end of the course than the ones using traditional textbook. Furthermore, some practical games and a simulation are offered for classroom implementation.

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