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
Research Team
Gundeea S. Narrainen
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