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The impact of gamification on teaching and learning Physical Internet: a quasi-experimental study

Chao Wang, Jianbo He, Zhaodong Jin, Shenle Pan (), Mariam Lafkihi () and Xiangtianrui Kong
Additional contact information
Chao Wang: Shenzhen University [Shenzhen]
Jianbo He: Shenzhen University [Shenzhen]
Zhaodong Jin: Shenzhen University [Shenzhen]
Shenle Pan: CGS i3 - Centre de Gestion Scientifique i3 - Mines Paris - PSL (École nationale supérieure des mines de Paris) - PSL - Université Paris Sciences et Lettres - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique
Mariam Lafkihi: CGS i3 - Centre de Gestion Scientifique i3 - Mines Paris - PSL (École nationale supérieure des mines de Paris) - PSL - Université Paris Sciences et Lettres - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique
Xiangtianrui Kong: Shenzhen University [Shenzhen]

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Abstract: Purpose Today's logistics industry is facing severe challenges since global transportation demand increases substantially. Carriers are urged to reduce empty loads and CO2 emissions through collaboration. Therefore, the concept of Physical Internet (PI) came into being. However, PI is still in its infancy. It is difficult to understand its sophisticated coordination mechanism, which makes learning of the concept more complicated. Design/methodology/approach Gamification is an effective approach to help students improve their learning curve. At the same time, the psychological and behavioral changes in learning will also pose an impact on learning efficiency. This paper introduces a PI transportation game and designs a set of gamification teaching experiments. In the experiment, a control group and three experimental groups are set up, and the experiment was designed to respond to a plethora of research questions using the methods of T -test, correlation analysis and regression analysis. Experimental results were analyzed through the method of multivariate statistics. Findings This paper looks for superior pedagogical methods and procedures for students to learn PI while providing suggestions for PI's learning among undergraduates. The authors found (1) gamification teaching will make participants feel more satisfied and master more knowledge points; (2) the scores of logistics testing have been significantly improved after gamification teaching and (3) flow experience has a significant impact on game revenue. Originality/value This is the first study about the impact of gamification on teaching and learning PI. The authors apply the methods of T -test, correlation analysis and regression analysis to analyze the collected data. The paper proves that gamification can help students learn PI and that flow experience can improve the efficiency of students learning PI.

Date: 2022-01-19
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Published in Industrial Management and Data Systems, 2022, ahead-of-print (ahead-of-print), ⟨10.1108/IMDS-09-2021-0600⟩

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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-03536370

DOI: 10.1108/IMDS-09-2021-0600

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