The Role of Games in Hospitality Management Education

Building upon game-based learning, this study compares hospitality students’ cognition, metacognition, engagement, satisfaction, and performance in a course across two academic terms at an Australian university. One term featured teaching content without any games while the second term incorporated gamification. A quasi-experimental design was used in which surveys, interviews and students’ evaluation reports were utilized. Students demonstrated more favorable cognitive thoughts, and higher levels of engagement and satisfaction in the gamified course. Students’ performance in assessments across the two courses as well as their metacognition were found to be similar. This study presents a game effectiveness matrix with Kahoot as the most effective game in students’ engagement and satisfaction and Virtual Reality valuable for learning and performance. This research note contributes to hospitality education as it is one of the first studies to assess students’ experiences from a cognitive and metacognitive perspective along with presenting a games effectiveness matrix.

Authors

Institutions

Publication Details

Journal
Journal of Hospitality & Tourism Education
Published
2024-12-20
DOI
https://doi.org/10.1080/10963758.2024.2441200
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Role of Games in Hospitality Management Education

Samira Zare, Arghavan Hadinejad
Journal of Hospitality & Tourism Education
Educational Games and Gamification
article

The Role of Games in Hospitality Management Education

Samira Zare, Arghavan Hadinejad
article en

Abstract

Building upon game-based learning, this study compares hospitality students’ cognition, metacognition, engagement, satisfaction, and performance in a course across two academic terms at an Australian university. One term featured teaching content without any games while the second term incorporated gamification. A quasi-experimental design was used in which surveys, interviews and students’ evaluation reports were utilized. Students demonstrated more favorable cognitive thoughts, and higher levels of engagement and satisfaction in the gamified course. Students’ performance in assessments across the two courses as well as their metacognition were found to be similar. This study presents a game effectiveness matrix with Kahoot as the most effective game in students’ engagement and satisfaction and Virtual Reality valuable for learning and performance. This research note contributes to hospitality education as it is one of the first studies to assess students’ experiences from a cognitive and metacognitive perspective along with presenting a games effectiveness matrix.

Journal of Hospitality & Tourism Education
Edith Cowan University (AU), University of Lincoln (GB)
Openalex Percentile: Top 70%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The Role of Games in Hospitality Management Education — Samira Zare, Arghavan Hadinejad · Journal of Hospitality & Tourism Education (2024) | TGRS Research Map | TGRS