Designing Effective Hybrid Course Curriculum: A Design Science Approach to Gamification and Student Outcomes Validation

In the modern educational landscape, the integration of gamification into hybrid learning environments has emerged as a promising approach to enhance student outcomes. However, there remains a lack of comprehensive frameworks for designing gamified hybrid courses and validating their impact on student outcomes. This paper proposes a design science-based approach to gamified course design in hybrid learning contexts. Drawing on the principles of design science research, we developed a framework for designing a gamified hybrid course curriculum that incorporates course content, activities, and assessments based on four elements of gamification (achievement elements, utilitarian value, hedonic benefits, and competition). To validate the effectiveness of our approach, we conducted a study with 294 students enrolled in a hybrid business course that implemented the proposed gamification framework. Our findings indicate that all gamification elements of our proposed gamified hybrid courses positively enhance student engagement, achievement, and satisfaction. Ultimately, this paper not only contributes to the 'gamification in education' literature by providing a comprehensive framework for designing engaging and effective hybrid courses but also proposes a roadmap for the application of design science to embed gamification in business course curriculum design within the context of modern hybrid learning environments.

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Publication Details

Journal
Evaluation Review
Published
2024-10-09
DOI
https://doi.org/10.1177/0193841x241291752
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37

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article

Designing Effective Hybrid Course Curriculum: A Design Science Approach to Gamification and Student Outcomes Validation

Thu-Hang Hoang, An Duong Thi Binh, Huy Truong Quang
3 citations
Evaluation Review
Educational Games and Gamification
2.37
article

Designing Effective Hybrid Course Curriculum: A Design Science Approach to Gamification and Student Outcomes Validation

Thu-Hang Hoang, An Duong Thi Binh, Huy Truong Quang
article en
3 citations

Abstract

In the modern educational landscape, the integration of gamification into hybrid learning environments has emerged as a promising approach to enhance student outcomes. However, there remains a lack of comprehensive frameworks for designing gamified hybrid courses and validating their impact on student outcomes. This paper proposes a design science-based approach to gamified course design in hybrid learning contexts. Drawing on the principles of design science research, we developed a framework for designing a gamified hybrid course curriculum that incorporates course content, activities, and assessments based on four elements of gamification (achievement elements, utilitarian value, hedonic benefits, and competition). To validate the effectiveness of our approach, we conducted a study with 294 students enrolled in a hybrid business course that implemented the proposed gamification framework. Our findings indicate that all gamification elements of our proposed gamified hybrid courses positively enhance student engagement, achievement, and satisfaction. Ultimately, this paper not only contributes to the 'gamification in education' literature by providing a comprehensive framework for designing engaging and effective hybrid courses but also proposes a roadmap for the application of design science to embed gamification in business course curriculum design within the context of modern hybrid learning environments.

Evaluation ReviewVol. 49(3)
RMIT Vietnam (VN), University of Economics Ho Chi Minh City (VN), MIT University (MK), HUTECH University, Ho Chi Minh City University of Technology (VN), International University (KH)
Nipro, Đại học Kinh tế Thành phố Hồ Chí Minh, Japan International Cooperation Agency, Samsung, Japan Society for the Promotion of Science
Quality Education
Openalex Percentile: Top 11%
Educational Games and Gamification
2.37
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