Gamification in business and finance education: The impact of digital games on learning

Authors

DOI:

https://doi.org/10.29105/innoacad.v1i1.10

Keywords:

business education, gamification in finance, digital games

Abstract

This study examines the impact of gamification in business education, focusing on key concepts, motivation, and engagement in Finance. A quantitative, descriptive-correlational study was conducted with 64 fifth-semester students from Preparatoria Tec, Eugenio Garza Lagüera campus, in Monterrey, Nuevo León. The participants, aged 17 to 19, had previously completed a Business Management course and engaged in gamified activities throughout the semester, which began in August 2024. A questionnaire based on prior literature was used to assess motivation, engagement, and comprehension. The results indicate that gamification significantly enhances these aspects, underscoring its effectiveness as an educational strategy for training future business professionals.

Downloads

Download data is not yet available.

Author Biography

Gabriela Alejandra Bermejo Rodríguez, Instituto Tecnológico de Estudios Superiores de Monterrey, México

Doctorado en Filosofía con Orientación en Relaciones Internacionales, Negocios y Diplomacia por la Universidad Autónoma de Nuevo León

References

Anderson, L., & Krathwohl, D. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. Longman.

Biggs, J. (2020). Aligning teaching for constructing learning. The Higher Education Academy. https://shorturl.at/QzCkD

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15. https://doi.org/10.1145/2181037.2181040 DOI: https://doi.org/10.1145/2181037.2181040

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(9), 1-36. https://doi.org/10.1186/s41239-017-0042-5 DOI: https://doi.org/10.1186/s41239-017-0042-5

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., & Pagés, C. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education. 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020 DOI: https://doi.org/10.1016/j.compedu.2012.12.020

Fredricks, J., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59-109. https://doi.org/10.3102/00346543074001059 DOI: https://doi.org/10.3102/00346543074001059

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025-3034. https://ieeexplore.ieee.org/document/6758978 DOI: https://doi.org/10.1109/HICSS.2014.377

Hwang, G., & Chang, T. (2011). A Formative Assessment-Based Mobile Learning Approach to Improving the Learning Attitudes and Achievements of Students. Computers & Education, 56(4), 1023-1031. https://doi.org/10.1016/j.compedu.2010.12.002 DOI: https://doi.org/10.1016/j.compedu.2010.12.002

Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley. DOI: https://doi.org/10.1145/2207270.2211316

Leyva, Y., Montero, R., y Padilla, D. (2018). Un modelo de escuela de negocios como estrategia para fortalecer la competitividad académica en la UTNA. Repositorio de la Red Internacional de Investigadores en Competitividad. https://riico.net/index.php/riico/article/view/1386

Meneses, N. (5 de septiembre 2024). Así es la gamificación: La estrategia que revoluciona el aprendizaje y el desarrollo profesional. El País. https://elpais.com/economia/formacion/2024-09-06/asi-es-la-gamificacion-la-estrategia-que-revoluciona-el-aprendizaje-y-el-desarrollo-profesional.html

Mero, W. (2022). La innovación educativa como elemento transformador para la enseñanza en la unidad educativa “Augusto Solórzano Hoyos”. Revista EDUCARE - UPEL-IPB - Segunda Nueva Etapa, 26(2), 310–330. https://doi.org/10.46498/reduipb.v26i2.1775 DOI: https://doi.org/10.46498/reduipb.v26i2.1775

Montenegro-Rueda, M., Fernández-Cerero, J., Fernández-Batanero, J. M., & López-Meneses, E. (2023). Impact of the implementation of ChatGPT in education: A systematic review. Computers, 12(8), 153. https://doi.org/10.3390/computers12080153 DOI: https://doi.org/10.3390/computers12080153

Plass, J., Homer, B., & Kinzer, C. (2016). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533 DOI: https://doi.org/10.1080/00461520.2015.1122533

Reschly, A. L., & Christenson, S. L. (2012). Jingle, jangle, and conceptual haziness: Evolution and future directions of the engagement construct. In S. L. Christenson, A. L. Reschly, & C. Wylie (Eds.), Handbook of research on student engagement, 3-19. https://doi.org/10.1007/978-1-4614-2018-7_1 DOI: https://doi.org/10.1007/978-1-4614-2018-7_1

Ryan, R., & Deci, E. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61. https://doi.org/10.1016/j.cedpsych.2020.101860 DOI: https://doi.org/10.1016/j.cedpsych.2020.101860

Schunk, D. (2003). Self-efficacy for reading and writing: Influence of modeling, goal setting, and self-evaluation. Reading & Writing Quarterly, 19(2), 159-172. https://doi.org/10.1080/10573560308219 DOI: https://doi.org/10.1080/10573560308219

Teixes, F. (2015). Gamificación: Motivar jugando (Ed. Digital). Editorial UOC. https://books.google.com.mx/books?id=p8ktEAAAQBAJ

Yardley, S., Teunissen, P., & Dornan, T. (2012). Experiential learning: Transforming theory into practice. Medical Teacher, 34(2), 161-164. https://doi.org/10.3109/0142159X.2012.643264 DOI: https://doi.org/10.3109/0142159X.2012.643264

Published

2025-01-30

How to Cite

Bermejo Rodríguez, G. A. (2025). Gamification in business and finance education: The impact of digital games on learning. INNOVACADEMIA, 1(1), 18–33. https://doi.org/10.29105/innoacad.v1i1.10