Use of Competitive Games to Facilitate Learning and Group Work

As with most courses in any discipline, student success is driven by active participation and attendance. This is especially true among business courses that tend to incorporate a significant amount of group work. While a lack of engagement can have a negative impact on examination and assignment performance for individuals, it can have a more exacerbated negative impact on written and oral group activities. This presentation will concentrate on the use of a simple weekly competitive competition designed to improve student engagement and promote camaraderie among group members. The impact this has on individual student performance will be discussed as well as how this has impacted group presentations and written work.

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Publication Details

Journal
George Mason University
Published
2026-10-05
DOI
https://doi.org/10.13021/84213
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Use of Competitive Games to Facilitate Learning and Group Work

Rod Raehsler
George Mason University
Educational Games and Gamification
article

Use of Competitive Games to Facilitate Learning and Group Work

Rod Raehsler
article en

Abstract

As with most courses in any discipline, student success is driven by active participation and attendance. This is especially true among business courses that tend to incorporate a significant amount of group work. While a lack of engagement can have a negative impact on examination and assignment performance for individuals, it can have a more exacerbated negative impact on written and oral group activities. This presentation will concentrate on the use of a simple weekly competitive competition designed to improve student engagement and promote camaraderie among group members. The impact this has on individual student performance will be discussed as well as how this has impacted group presentations and written work.

George Mason University
George Mason University (US)
Openalex Percentile: Top 4%
Educational Games and Gamification
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