The feasibility and expediency of gamification activities in higher education

Abstract

This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify individual processes and features, focusing on educational and research activities. When introducing gamification, top management should provide conceptual and regulatory support and HR specialists coordination. Using a distribution model of managerial functions for gaming activities and determining priorities, taking the use of artificial intelligence into account, is shown to be expedient. © 2019 Conscientia Beam. All Rights Reserved.

Author(s)

Gundeea S. Narrainen

Year

2019

Countries

Mauritius

Language

English

Research Method

Qualitative

Article Type

Peer-Reviewed Articles

Keywords

Higher education | ICT in education | E-learning | Education policy | Leadership and management | Excel Import

Full Citation Style

Narrainen, G. S. (2019). The feasibility and expediency of gamification activities in higher education. Strategic Research Journal. https://doi.org/10.18488/journal.61.2019.74.459.468
Narrainen, G. S., 2019. The feasibility and expediency of gamification activities in higher education. Strategic Research Journal. Available at: <https://doi.org/10.18488/journal.61.2019.74.459.468>
Narrainen, G. S.. "The feasibility and expediency of gamification activities in higher education." Strategic Research Journal (2019). https://doi.org/10.18488/journal.61.2019.74.459.468
Narrainen GS. The feasibility and expediency of gamification activities in higher education. Strategic Research Journal. 2019; https://doi.org/10.18488/journal.61.2019.74.459.468

Research Team

Gundeea S. Narrainen

Gundeea S. Narrainen

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