Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail
Gamification has emerged as a powerful tool in education, especially in disciplines like marketing, where practical application of knowledge is essential. This article presents the results of a study comparing gamified learning and traditional lecture-based methods in teaching consumer behavior. The game, titled ‘Snack Shopper’s Dilemma,’ focused on simulating a retail environment where students made strategic marketing decisions for an FMCG snack products. Two groups of students participated in the study—one using the game-based approach and the other following traditional learning methods. The study found that gamified learning increased engagement, improved comprehension, and offered a more enjoyable experience, ultimately leading to better learning outcomes and practical skills application.
Authors
- Rumen Petkov
Publication Details
- Journal
- Pedagogika-Pedagogy
- Published
- 2024-11-28
- DOI
- https://doi.org/10.53656/ped2024-9s.04
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00