EconPapers    
Economics at your fingertips  
 

Student-led active learning classrooms: a comparison of role-playing versus gamification

Mathupayas Thongmak

International Journal of Innovation and Learning, 2022, vol. 32, issue 4, 359-379

Abstract: New strategies are needed to gain more students' attention, engagement and interests in the MIS major. This paper, therefore, investigates the applications of two active learning approaches that are role-playing and gamification in an introductory MIS course from 2016 to 2019. The active learning approaches are conducted through student-led group assignments. The effectiveness of role-playing and gamification in terms of students' perceived usefulness, engagement intention, and satisfaction are explored by a quantitative method, using an online questionnaire. This paper provides a comparison between two approaches and the guideline for effectively implementing them in a course from the students' viewpoint. The study shows an example of student-led active learning activities, which reveals the opportunities for IS faculty to easily apply and research further.

Keywords: active learning; experiential learning; role-playing; gamification; information systems education; introductory course. (search for similar items in EconPapers)
Date: 2022
References: Add references at CitEc
Citations:

Downloads: (external link)
http://www.inderscience.com/link.php?id=126630 (text/html)
Access to full text is restricted to subscribers.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:ids:ijilea:v:32:y:2022:i:4:p:359-379

Access Statistics for this article

More articles in International Journal of Innovation and Learning from Inderscience Enterprises Ltd
Bibliographic data for series maintained by Sarah Parker ().

 
Page updated 2025-03-19
Handle: RePEc:ids:ijilea:v:32:y:2022:i:4:p:359-379