Playing with purpose - A game-based approach to teaching business metrics

This study evaluates the effectiveness of an educational card game designed to enhance student understanding of financial and non-financial business metrics. Grounded in Keller's ARCS (Attention, Relevance, Confidence, Satisfaction) motivational framework, the research provides robust empirical evidence from a quantitative analysis involving paired-samples t -tests and repeated measures ANOVA, demonstrating significant improvements in students' learning outcomes. from a sample of 137 mixed ability students from three higher education institutions indicate substantial learning gains across diverse educational levels, genders, and varying levels of prior knowledge, highlighting the game's broad applicability. Practical implications for educators are discussed, recommending structured teaching complemented by gamified consolidation activities. Addressing contemporary pedagogical shifts accelerated by the COVID-19 pandemic, this study underscores gamification's role in engaging Generation Z students, promoting flexible, interactive, and experiential learning methods which support the teaching of key business topics. • The Metrics Masters® game improved business metrics learning significantly. • Integrated ARCS model enhanced student attention, confidence, and satisfaction. • Significant gains observed across diverse levels, genders, and prior knowledge. • Gamification reinforced both financial and non-financial (ESG) business metrics. • Study offers actionable guidance for flexible, engaging business education.

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Publication Details

Journal
The International Journal of Management Education
Published
2025-10-29
DOI
https://doi.org/10.1016/j.ijme.2025.101310
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Playing with purpose - A game-based approach to teaching business metrics

Ruth B. Smith, Elaine Conway
The International Journal of Management Education
Educational Games and Gamification
article

Playing with purpose - A game-based approach to teaching business metrics

Ruth B. Smith, Elaine Conway
article en

Abstract

This study evaluates the effectiveness of an educational card game designed to enhance student understanding of financial and non-financial business metrics. Grounded in Keller's ARCS (Attention, Relevance, Confidence, Satisfaction) motivational framework, the research provides robust empirical evidence from a quantitative analysis involving paired-samples t -tests and repeated measures ANOVA, demonstrating significant improvements in students' learning outcomes. from a sample of 137 mixed ability students from three higher education institutions indicate substantial learning gains across diverse educational levels, genders, and varying levels of prior knowledge, highlighting the game's broad applicability. Practical implications for educators are discussed, recommending structured teaching complemented by gamified consolidation activities. Addressing contemporary pedagogical shifts accelerated by the COVID-19 pandemic, this study underscores gamification's role in engaging Generation Z students, promoting flexible, interactive, and experiential learning methods which support the teaching of key business topics. • The Metrics Masters® game improved business metrics learning significantly. • Integrated ARCS model enhanced student attention, confidence, and satisfaction. • Significant gains observed across diverse levels, genders, and prior knowledge. • Gamification reinforced both financial and non-financial (ESG) business metrics. • Study offers actionable guidance for flexible, engaging business education.

The International Journal of Management EducationVol. 24(1)
Loughborough University (GB), University of Leicester (GB)
Openalex Percentile: Top 67%
Educational Games and Gamification
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