1 AIT Asian Institute of Technology

Does Gamification Enhance the Learning Performance of Postgraduate Students? A Case Study of Management Students in a Multinational University

AuthorSudeep Manandhar
Call NumberAIT RSPR no.SM-19-11
Subject(s)Gamification--Research
NoteA research submitted in partial fulfillment of the requirements for the degree of Master of Business Administration
PublisherAsian Institute of Technology
AbstractThis research aims to discover the enhance meant of learning performance through gamification of learning materials of past graduate students in School of Management. The research method is survey. Questionnaire have been collected and analyzed to find out that effects of gamification of a management subject has on the enhancement of learning on students. The research would contribute to understanding more about learning how gamification affects the process of learning and how learning is enhanced.
Year2019
TypeResearch Study Project Report (RSPR)
SchoolSchool of Management (SOM)
DepartmentOther Field of Studies (No Department)
Academic Program/FoSMaster of Business Administration (MBA) (Publication code=SM)
Chairperson(s)Igel, Barbara
Examination Committee(s)Shah, Faiz H.;Zimmermann, Willi
Scholarship Donor(s)Asian Institute of Technology Fellowship
DegreeResearch Studies Project Report (MBA.) - Asian Institute of Technology, 2019


Usage Metrics
View Detail0
Read PDF0
Download PDF0