Skip to main content

Advertisement

Log in

Gamification in management education - A literature mapping

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

The application of gamification to the teaching-learning process across different fields of knowledge constitutes an emerging practice applied across all levels of education, from primary school up to university. This article, in keeping with the importance of the applications of this type of tool, holds the general objective of undertaking the mapping of research articles that approach the application of gamification techniques to teaching-learning processes in general education of all areas and the teaching of management in particular. In order to achieve this, this article describes the organisational structure of the field research in terms of publications, authors and journals as well as identifying and classifying the research articles about adopting gamification methods. Hence, the subject of analysis encapsulates scientific articles published in either the ISI Web of Science (WOS) or Scopus (SCO) databases related to the application of gamification to the teaching process in general and to management in particular.

The present research focused on the mapping of the literature related to the application of gamification to the management field because we didn’t find an article in the literature addressing this particular area. The existence of this GAP motivated the authors to conduct a research directed to the analysis of scientific studies in which gamification had been applied in this area.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

References

  • Adukaite, A., van Zyl, I., Er, S., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172–190. https://doi.org/10.1016/j.compedu.2017.04.008.

    Article  Google Scholar 

  • Ahmed, A., & Sutton, M. J. D. (2017). Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives. World Journal Of Science Technology And Sustainable Development, 14(2–3, SI), 78–83.

    Article  Google Scholar 

  • Armitage, H. M., Webb, A., & Glynn, J. (2016). The use of management accounting techniques by small and medium-sized enterprises: A field study of Canadian and Australian practice. Accounting Perspectives, 15(1), 31–69. https://doi.org/10.1111/1911-3838.12089.

    Article  Google Scholar 

  • Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57–63.

    Article  Google Scholar 

  • Avramenko, A. (2012). Enhancing students’ employability through business simulation. Education + Training, 54(5), 355–367.

    Article  Google Scholar 

  • Beelmann, A. (2006). Review of systematic reviews in the social sciences. A practical guide (Vol. 11). Cambridge, MA: Hogrefe & Huber Publishers.

    Google Scholar 

  • Botha-Ravyse, C., Lennox, A., & Jordaan, D. (2018). Lessons learned from gamification of a learning experience: A case study. South African Journal for Research in Sport Physical Education and Recreation, 40(2), 23–40.

    Google Scholar 

  • Brühlmann, F., Mekler, E., & Opwis, K. (2013). Gamification from the perspective of self-determination theory and flow. University of Basel.

  • Brunsell, E., & Horejsi, M. (2011). “Flipping” your classroom. The Science Teacher, 78(2), 10.

    Google Scholar 

  • Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263.

    Article  Google Scholar 

  • Camilleri, V., Busuttil, L., & Montebello, M. (2011). Social interactive learning in multiplayer games. In Serious games and edutainment applications (pp. 481–501). London: Springer.

    Chapter  Google Scholar 

  • Carenys, J., Moya, S., & Perramon, J. (2016). Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes. Revista de Contabilidad, 20(2), 118–130.

    Article  Google Scholar 

  • Ceschi, A., Dorofeeva, K., & Sartori, R. (2014). Studying teamwork and team climate by using a business simulation: How communication and innovation can improve group learning and decision-making performance. European Journal of Training and Development, 38(3), 211–230.

    Article  Google Scholar 

  • Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77. https://doi.org/10.1016/j.compedu.2014.05.005.

    Article  Google Scholar 

  • Clark, M. C., & Rossiter, M. (2008). Narrative learning in adulthood. New Directions for Adult and Continuing Education, 2008(119), 61–70.

    Article  Google Scholar 

  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122.

    Article  Google Scholar 

  • Csikszentmihalyi, M. (1990). The Domain of Creativity. In M. A. Runco, & R. S. Albert (Eds.), Theories of Creativity (pp. 190-212). Newbury Park, CA: Sage.

  • Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), 82–90. https://doi.org/10.1177/0266382114538350.

    Article  Google Scholar 

  • Davis, & Singh. (2015). Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators. Computers & Education, 88, 72–83. https://doi.org/10.1016/j.compedu.2015.04.011.

    Article  Google Scholar 

  • de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on Applied Computing – SAC ’14. https://doi.org/10.1145/2554850.2554956

  • Deif, A. (2017). Insights on lean gamification for higher education. International Journal of Lean Six Sigma, 8(3), 359–376. https://doi.org/10.1108/IJLSS-04-2016-0017.

    Article  Google Scholar 

  • De-Marcos, L., Dominguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91.

    Article  Google Scholar 

  • de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113. https://doi.org/10.1016/j.compedu.2015.12.008.

    Article  Google Scholar 

  • De-Marcos, L., Garcia-Cabot, A., & Garcia-Lopez, E. (2017). Towards the social gamification of e-learning: A practical experiment. International Journal of Engineering Education, 33(1), 66–73 Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.

    Google Scholar 

  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. CHI’11 Extended Abstracts on Human Factors in Computing Systems, 2425–2428.

  • Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. International Journal of Management Education, 15(1), 98–111. https://doi.org/10.1016/j.ijme.2017.01.002.

    Article  MathSciNet  Google Scholar 

  • Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, 1–36. https://doi.org/10.1186/s41239-017-0042-5.

    Article  Google Scholar 

  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

    Google Scholar 

  • Dominguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., PagéS, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.

    Article  Google Scholar 

  • DuBravac, S. (2012). Game mechanics for classroom engagement. Cutting-Edge Technologies in Higher Education, 6(PARTC), 67–94. https://doi.org/10.1108/S2044-9968(2012)000006C006.

    Article  Google Scholar 

  • Eisner, E. W. (1994). The educational imagination: on the design and evaluation of school programs. New York: Toronto: New York: Macmillan; Maxwell Macmillan Canada; Maxwell Macmillan International.

  • Erenli, K. (2013). The impact of gamification: Recommending education scenarios. International Journal of Emerging Technologies in Learning, 8(SPL.ISSUE), 15–21. https://doi.org/10.3991/ijet.v8iS1.2320.

    Article  Google Scholar 

  • Faiella, F., & Ricciardi, M. (2015). Gamification and learning: A review of issues and research. Journal of E-Learning and Knowledge Society, 11, 13–21. https://doi.org/10.20368/je-lks.v11i3.1072.

    Article  Google Scholar 

  • Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education, 75, 136–148. https://doi.org/10.1016/j.compedu.2014.02.008.

    Article  Google Scholar 

  • Fitó-Bertran, Hernández, & Serradell. (2014). Comparing student competences in a face-to-face and online business game. Computers in Human Behavior, 30, 452–459.

    Article  Google Scholar 

  • Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom. Brain-Broad Research in Artificial Intelligence and Neuroscience, 8(2), 56–62.

    Google Scholar 

  • Galbis-Cordova, A., Marti-Parreno, J., & Curras-Perez, R. (2017). Higher Education Students’ Attitude Towards the Use of Gamification for Competencies Development. Journal of E-Learning and Knowledge Society, 13(1), 129–146.

    Google Scholar 

  • Gartner. (2011). More than 50 percent of organizations that manage innovation processes will gamify those processes. Press Release, Gartner Inc.

  • Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403–410.

    Article  Google Scholar 

  • Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners.

    Google Scholar 

  • González, C., & Area, M. (2013). Breaking the rules: Gamification of learning and educational materials. In Proceedings of the 2nd international workshop on Interaction Design in Educational Environments, 7–53.

  • Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of it’s a deal! Computers and Education, 58(1), 435–448. https://doi.org/10.1016/j.compedu.2011.07.015.

    Article  Google Scholar 

  • Gupta, A., & Gomathi, S. (2017). A review on gamification and its potential to motivate and engage employees and customers: Employee engagement through gamification. International Journal of Sociotechnology and Knowledge Development, 9(1), 42–52. https://doi.org/10.4018/IJSKD.2017010103.

    Article  Google Scholar 

  • Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125–141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006.

    Article  Google Scholar 

  • Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Behavior, 40, 133–143. https://doi.org/10.1016/j.chb.2014.07.048.

    Article  Google Scholar 

  • Hamari, Koivisto, & Sarsa. (2014). Does gamification work? – A literature review of empirical studies on gamification. System sciences (HICSS), 2014 47th Hawaii international conference on, 3025–3034.

  • Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045.

    Article  Google Scholar 

  • Hansen, D. T., Driscoll, M. E., & Arcilla, R. (Eds.) (2007). A Life in Classrooms: Philip W. Jackson and the Practice of Education. New York: Teachers College Press.

  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019.

    Article  Google Scholar 

  • Harman, K., Koohang, A., & Paliszkiewicz, J. (2014). Scholarly interest in gamification: A citation network analysis. Industrial Management & Data Systems, 114(9), 1438–1452. https://doi.org/10.1108/IMDS-07-2014-0208.

    Article  Google Scholar 

  • Hellwege, B., & Robertson, C. (2012). Entertain, engage, educate. In Proceedings of ACEC.

  • Hernández, L., Muñoz, M., Mejía, J., Peña, A., Rangel, N., & Torres, C. (2017). A systematic literature review focused on the use of gamification in software engineering teamworks [Una revisión sistemática de la literatura enfocada en el uso de gamificación en equipos de trabajo en la ingeniería de software]. RISTI – Revista Iberica de Sistemas e Tecnologias de Informacao, 2017(21), 33–50. https://doi.org/10.17013/risti.21.33-50.

    Article  Google Scholar 

  • Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On the Horizon, 24(1, SI), 1–16. https://doi.org/10.1108/OTH-11-2015-0069.

    Article  Google Scholar 

  • Ibanez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291–301. https://doi.org/10.1109/TLT.2014.2329293.

    Article  Google Scholar 

  • Ibrahim, R., Yusoff, R. C. M., Omar, H. M., & Jaafar, A. (2010). Students perceptions of using educational games to learn introductory programming. Computer and Information Science, 4(1), 205.

    Article  Google Scholar 

  • Kapp. (2012a). Games, gamification, and the quest for learner engagement. Retrieved from T and D website: https://www.scopus.com/inward/record.uri?eid=2-s2.0-84862892253&partnerID=40&md5=3d5cd4a19949a11159e3e4ba67557dfe

  • Kapp. (2012b). The gamification of learning and instruction: Game-based methods and strategies for training and education. Hoboken: Wiley.

    Google Scholar 

  • Khaleel, F. L., Ashaari, N. S., Wook, T. S. M. T., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868–874. https://doi.org/10.18517/ijaseit.6.6.1379.

    Article  Google Scholar 

  • Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483–8493. https://doi.org/10.1007/s11042-013-1612-8.

    Article  Google Scholar 

  • Kitchenham, B., Brereton, O. P., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering – A systematic literature review. Information and Software Technology, 51(1), 7–15.

    Article  Google Scholar 

  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179–188. https://doi.org/10.1016/j.chb.2014.03.007.

    Article  Google Scholar 

  • Korn, O., & Schmidt, A. (2015). Gamification of business processes: Re-designing work in production and service industry. Procedia Manufacturing, 3, 3424–3431. https://doi.org/10.1016/j.promfg.2015.07.616.

    Article  Google Scholar 

  • Krom, C. L. (2012). Using FarmVille in an introductory managerial accounting course to engage students, enhance comprehension, and develop social networking skills. Journal of Management Education, 36(6), 848–865.

    Article  Google Scholar 

  • Kuo, M. S., & Chuang, T. Y. (2016). How gamification motivates visits and engagement for online academic dissemination – An empirical study. Computers in Human Behavior, 55. https://doi.org/10.1016/j.chb.2015.08.025.

  • Landers. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation and Gaming, 45(6), 752–768. https://doi.org/10.1177/1046878114563660.

    Article  Google Scholar 

  • Landers, & Landers. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation and Gaming, 45(6), 769–785. https://doi.org/10.1177/1046878114563662.

    Article  Google Scholar 

  • Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.

    Google Scholar 

  • Lin, & Bhattacherjee. (2008). Elucidating individual intention to use interactive information technologies: The role of network externalities. International Journal of Electronic Commerce, 13(1), 85–108.

    Article  Google Scholar 

  • Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS One, 12(3). https://doi.org/10.1371/journal.pone.0173403.

  • Malas, R. I., & Hamtini, T. M. (2016). A gamified e-learning design model to promote and improve learning. International Review on Computers and Software, 11(1), 8–19. https://doi.org/10.15866/irecos.v11i1.7913.

    Article  Google Scholar 

  • Marin-Vega, H., Alor-Hernández, G., Zatarain-Cabada, R., Barron-Estrada, M. L., & García-Alcaraz, J. L. (2017). A brief review of game engines for educational and serious games development. Journal of Information Technology Research, 10(4), 1–22. https://doi.org/10.4018/JITR.2017100101.

    Article  Google Scholar 

  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin.

    Google Scholar 

  • McKeown, S., Krause, C., Shergill, M., Siu, A., & Sweet, D. (2016). Gamification as a strategy to engage and motivate clinicians to improve care. Healthcare Management Forum, 29(2), 67–73. https://doi.org/10.1177/0840470415626528.

    Article  Google Scholar 

  • Mekler, E. D., Brithlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048.

    Article  Google Scholar 

  • Moncada, S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory and Practice, 14(3), 9.

    Google Scholar 

  • Müller, B. C., Reise, C., & Seliger, G. (2015). Gamification in factory management education – A case study with Lego Mindstorms. Procedia CIRP, 26, 121–126.

    Article  Google Scholar 

  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proceedings of 6th international conference on Virtual Learning ICVL, 323–329.

  • Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M., & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate Medical Journal, 90(1070), 685–693. https://doi.org/10.1136/postgradmedj-2013-132486.

    Article  Google Scholar 

  • Nolan, J., & McBride, M. (2014). Beyond gamification: Reconceptualizing game-based learning in early childhood environments. Information Communication & Society, 17(5), 594–608. https://doi.org/10.1080/1369118X.2013.808365.

    Article  Google Scholar 

  • Pikos, A., & Olejniczak, T. (2016). Gamification in education: “American dream” game. In T. Kaneda, H. Kanegae, Y. Toyoda, & P. Rizzi (Eds.), Simulation and gaming in the network society (pp. 147–156). Singapore: Springer. https://doi.org/10.1007/978-981-10-0575-6_12.

    Chapter  Google Scholar 

  • Pilar, L., Rojik, S., Balcarova, T., & Polakova, J. (2016). Gamification in education: Current state. In M. Flegl, M. Houska, & I. Krejci (Eds.), Proceedings of the 13th international conference efficiency and responsibility in education (pp. 463–471). Prague: Czech University Life Sciences Prague.

    Google Scholar 

  • Podsakoff, P. M., Mackenzie, S. B., Bachrach, D. G., & Podsakoff, N. P. (2005). The influence of management journals in the 1980s and 1990s. Strategic Management Journal, 26(5), 473–488.

    Article  Google Scholar 

  • Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2).

  • Rai, D., & Beck, J. E. (2012). Math learning environment with game-like elements: An experimental framework. International Journal of Game-Based Learning, 2(2), 90–110. https://doi.org/10.4018/ijgbl.2012040106.

    Article  Google Scholar 

  • Riley, Cadotte, Bonney, & MacGuire. (2013). Using a business simulation to enhance accounting education. Issues in Accounting Education, 28(4), 801–822.

    Article  Google Scholar 

  • Ružic, I. M., & Dumancic, M. (2015). Gamification in education. Informatologia, 48(3–4), 198–204 Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-84956690035&partnerID=40&md5=d17869c62f1f293e8a2099ef2ce20c88.

    Google Scholar 

  • Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations : Classic Definitions and New Directions. 67, 54–67. https://doi.org/10.1006/ceps.1999.1020

  • Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-health. Journal of Biomedical Informatics, 71, 31–48. https://doi.org/10.1016/j.jbi.2017.05.011.

    Article  Google Scholar 

  • Schoech, Boyas, Black, & Lambert. (2013). Gamification for Behavior change: Lessons from developing a social, multiuser, web-tablet based prevention game for youths. Journal of Technology in Human Services, 31(3), 197–217. https://doi.org/10.1080/15228835.2013.812512.

    Article  Google Scholar 

  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006.

    Article  Google Scholar 

  • Simoes, J., Diaz Redondo, R., & Fernandez Vilas, A. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2, SI), 345–353. https://doi.org/10.1016/j.chb.2012.06.007.

    Article  Google Scholar 

  • Singhsomransukh, S., & Heo, D. (2017). Gamification of knowledge sharing practices: A proposed conceptual framework for organizational learning. In E. Tsui & B. Cheung (Ed.), Proceedings of the 14th international conference on Intellectual Capital, Knowledge Management & Organisational Learning (ICICKM 2017) (pp. 232–235).

  • Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8.

  • Su, C.-H., & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088.

    Article  Google Scholar 

  • Surendeleg, G., Murwa, V., Yun, H.-K., & Kim, Y. S. (2014). The role of gamification in education – A literature review. Contemporary Engineering Sciences, 7(29–32), 1609–1616. https://doi.org/10.12988/ces.2014.411217.

    Article  Google Scholar 

  • Tanner, Stewart, Totaro, & Hargrave. (2012). Business simulation games: Effective teaching tools or window dressing? American Journal of Business Education (Online), 5(2), 115.

    Google Scholar 

  • Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: A board game approach to knowledge acquisition. In F. Barachini, S. Hawamdeh, & C. Stary (Eds.), International conference on Knowledge Management, ICKM 2016 (pp. 101–116). https://doi.org/10.1016/j.procs.2016.09.104

  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.

    Google Scholar 

  • Wu, M. G. (2012). 101: The psychology of motivation, Science of Social Blog. Lithium, 2012.

  • Wu, Q., Zhu, Y., & Luo, Z. (2015). A gamification approach to getting students engaged in academic study. Bulletin of the Technical Committee on Learning Technology, 17(4), 26–29.

    Google Scholar 

  • Yalabik, B., Howard, M., & Roden, S. (2012). The innovation game: Lessons in strategy and managing operations. International Journal of Operations & Production Management, 32(12), 1441–1459.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Rui Silva.

Additional information

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Silva, R., Rodrigues, R. & Leal, C. Gamification in management education - A literature mapping. Educ Inf Technol 25, 1803–1835 (2020). https://doi.org/10.1007/s10639-019-10055-9

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10639-019-10055-9

Keywords

Navigation