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Overview of Gamification in Management Education

  • Dipshika Mukhia

摘要

This chapter explores how gamification has evolved and been put to application in management education, but particularly where the transformative role of artificial intelligence plays out. From early examples such as the Boy Scouts’ badge system or research on game motivation by Malone and Bartle, through to the formalization of “gamification” in the early 2000s, simultaneously alongside the “Serious Games” movement, it took off the ground. This chapter investigates how gamification, with game mechanics such as points, badges, and leaderboards, supports learning through the creation of intrinsic motivation, improved knowledge retention, and connecting the learning to real-life situations. Several types of games are analysed for management education: simulations (Capsim, Cesim), board games (Settlers of Catan, Pandemic), role-playing exercises, online platforms (Kahoot!), and experiential activities. While the chapter is positive about gamification in that it enhances engagement and provides immediate feedback, it also considers possible negative impacts: oversimplification, overreliance on extrinsic rewards, difficulties in implementation, and accessibility issues. The central emphasis is on the use of AI, which individualizes learning through the adaptation of content and difficulty to student performance. Examples such as Duolingo and Dream Box provide evidence about the ways by which AI-based algorithms customize instruction; AI-facilitated simulation and Natural Language Processing produce vivid learning conditions. This chapter deduces the impact of AI upon gamification of management learning through the individualization of enjoyable learning, facilitating readiness for learning of students into today’s fast-moving business reality.