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General Information
    • ISSN: 2010-3689
    • Frequency: Bimonthly (2011-2014); Monthly (Since 2015)
    • DOI: 10.18178/IJIET
    • Editor-in-Chief: Prof. Dr. Steve Thatcher
    • Executive Editor: Ms. Nancy Y. Liu
    • Abstracting/ Indexing: EI (INSPEC, IET), Electronic Journals Library, Google Scholar, Crossref and ProQuest
    • E-mail: ijiet@ejournal.net
Editor-in-chief
Prof. Dr. Steve Thatcher
University of South Australia, Australia
It is my honor to be the editor-in-chief of IJIET. The journal publishes good papers which focous on the advanced researches in the field of information and education technology. Hopefully, IJIET will become a recognized journal among the scholars in the filed of information and education technology.
IJIET 2017 Vol.7(2): 148-152 ISSN: 2010-3689
doi: 10.18178/ijiet.2017.7.2.857

Game-Based Learning in Tertiary Education: A New Learning Experience for the Generation Z

Ding Ding, Chong Guan, and Yinghui Yu
Abstract—Game-based learning pedagogy has received widespread attention in recent years due to its conceivable potential in adapting to the evolving needs from the “Net Generation”, or “digital natives”. Due to difficulties in defining, constructing and measuring complex variables as well as the subsequent results, however, rigorous empirical research on the effectiveness of gamification in education or game-based learning has been limited, especially in tertiary education.
In this research, we investigate the effectiveness of game-based learning as an instructional strategy for tertiary education. Particularly, we conducted a semi-structured survey in a finance class, where an online stock trading game was implemented. Based on the data retrieved from the survey, we are able to compare simulation game with traditional learning methods in terms of subjective effectiveness, difficulty and student preference. We find evidence that game-based learning is more effective, easier to grasp, and more preferred by students than traditional learning methods. We also find evidence that extrinsic motivation (e.g., monetary incentives) affect the effectiveness of gamification in higher education, consistent with existing literature.

Index Terms—Game-based learning, simulation game, pedagogy, tertiary education.

Ding Ding and Yinghui Yu are with the Financial Programme, School of Business, SIM University, 461 Clementi Road, 599491 Singapore (e-mail: dingding@unisim.edu.sg, yhyu@unisim.edu.sg).
Chong Guan is with the Marketing Programme, School of Business, SIM University, 461 Clementi Road, 599491 Singapore (e-mail: guanchong@unisim.edu.sg).

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Cite: Ding Ding, Chong Guan, and Yinghui Yu, "Game-Based Learning in Tertiary Education: A New Learning Experience for the Generation Z," International Journal of Information and Education Technology vol. 7, no. 2, pp. 148-152, 2017.

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