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Does Gamification Enhance the Learning Performance of Postgraduate Students? A Case Study of Management Students in a Multinational University | |
Author | Sudeep Manandhar |
Call Number | AIT RSPR no.SM-19-11 |
Subject(s) | Gamification--Research |
Note | A research submitted in partial fulfillment of the requirements for the degree of Master of Business Administration |
Publisher | Asian Institute of Technology |
Abstract | This 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. |
Year | 2019 |
Type | Research Study Project Report (RSPR) |
School | School of Management (SOM) |
Department | Other Field of Studies (No Department) |
Academic Program/FoS | Master 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 |
Degree | Research Studies Project Report (MBA.) - Asian Institute of Technology, 2019 |