Please use this identifier to cite or link to this item: http://hdl.handle.net/11718/26217
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dc.contributor.advisorVerma, Sanjay-
dc.contributor.authorAnil, Bhangale Pratik-
dc.contributor.authorGahlot, Ujjwal-
dc.date.accessioned2023-03-30T06:35:49Z-
dc.date.available2023-03-30T06:35:49Z-
dc.date.issued2021-09-07-
dc.identifier.urihttp://hdl.handle.net/11718/26217-
dc.description.abstractGamification is one of the most discussed topics and increasingly getting applied across various industries. Elements of Gamification like points, collaboration, competition, leaderboards, etc., are widely used in a different context, e.g., BYJU's, Unacademy, Mookit, etc. However, research on the effectiveness of Gamification and associated elements is limited, and results have been different when conducted in different industries. As part of this report, we have chosen to measure the impact of such gamification elements among MBA students at IIM Ahmedabad. A gamified simulation is conducted as part of the MBA curriculum in the course Strategy Capstone, which includes multiple gamification elements. As part of this research, we have tried to measure the impact of these elements on the intrinsic and extrinsic Motivation of the participants. We concluded that gamification elements like leaderboards, penalties have a direct impact on Motivation and Engagement. However, the primary motivator still lies with rewards.en_US
dc.language.isoenen_US
dc.publisherIndian Institute of Management Ahmedabaden_US
dc.subjectGamificationen_US
dc.subjectGamification - educationen_US
dc.subjectGame elementsen_US
dc.titleAssessing the impact of gamification on educationen_US
dc.typeStudent Projecten_US
Appears in Collections:Student Projects

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