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

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
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article

Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail

Rumen Petkov
Pedagogika-Pedagogy
Educational Games and Gamification
article

Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail

Rumen Petkov
article en

Abstract

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.

Pedagogika-PedagogyVol. 96(9s)
Openalex Percentile: Top 70%
Educational Games and Gamification
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