Design and implementation of gamified web based active learning in corporate education

Abstract In an era of rapid change, the effectiveness and necessity of online active learning are widely recognised. However, practical implementation remains limited owing to challenges in eliciting learner participation, which has led to growing interest in gamification as a means of supporting online active learning. This study sought to explore ways to promote voluntary learner participation in online active learning by developing and implementing a web-based active learning course that incorporated gamification. Using a case-based design and development research approach, this study details the development process and output characteristics of the resulting asynchronous, gamified web-based active learning course, designed for team leaders in corporate management education. Following a pilot implementation, learning data ( n = 36) and participant survey data ( n = 27) were analysed. Learners demonstrated high attendance and completion rates, largely adhered to the weekly schedule, and actively participated in writing and interaction activities, such as working on case studies, posting comments, and writing reviews. They reported positive perceptions of both active learning and gamification, and viewed the gamification elements as supporting their participation and immersion in learning. By documenting how active learning and gamification were integrated as a single design across a fully online course in an underrepresented corporate context, and by analysing participation data alongside learners' perceptions, this study offers practical insights into design approaches for combining online active learning with gamification. These design considerations may inform future applications in corporate education and other educational contexts.

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Publication Details

Journal
Discover Education
Published
2026-09-09
DOI
https://doi.org/10.1007/s44217-026-02034-3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Design and implementation of gamified web based active learning in corporate education

Jinkyung Lee
Discover Education
Educational Games and Gamification
article

Design and implementation of gamified web based active learning in corporate education

Jinkyung Lee
article en

Abstract

Abstract In an era of rapid change, the effectiveness and necessity of online active learning are widely recognised. However, practical implementation remains limited owing to challenges in eliciting learner participation, which has led to growing interest in gamification as a means of supporting online active learning. This study sought to explore ways to promote voluntary learner participation in online active learning by developing and implementing a web-based active learning course that incorporated gamification. Using a case-based design and development research approach, this study details the development process and output characteristics of the resulting asynchronous, gamified web-based active learning course, designed for team leaders in corporate management education. Following a pilot implementation, learning data ( n = 36) and participant survey data ( n = 27) were analysed. Learners demonstrated high attendance and completion rates, largely adhered to the weekly schedule, and actively participated in writing and interaction activities, such as working on case studies, posting comments, and writing reviews. They reported positive perceptions of both active learning and gamification, and viewed the gamification elements as supporting their participation and immersion in learning. By documenting how active learning and gamification were integrated as a single design across a fully online course in an underrepresented corporate context, and by analysing participation data alongside learners' perceptions, this study offers practical insights into design approaches for combining online active learning with gamification. These design considerations may inform future applications in corporate education and other educational contexts.

Discover EducationVol. 5(1)
SK Group (South Korea) (KR)
Openalex Percentile: Top 5%
Educational Games and Gamification
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Design and implementation of gamified web based active learning in corporate education — Jinkyung Lee · Discover Education (2026) | TGRS Research Map | TGRS