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Enhancing Student Engagement in Business Sustainability Through Games

Emblen-Perry, Kay (2018) Enhancing Student Engagement in Business Sustainability Through Games. International Journal of Sustainability in Higher Education, 19 (5). pp. 858-876. ISSN 1467-6370

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Abstract

Purpose: This practice-focused study explores the value students place on the Sustainable Strategies Game which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach in order to enrich Education for Sustainability learning experiences and enhance student engagement. Design/Methodology/Approach: Students’ reflections on their game-based learning experiences and suggestions for game development were collected through a short qualitative survey. Results are explored through three frameworks, the Multifaceted Student Value Model, the Dimensions of Engagement Framework and the UK Higher Education Authority Framework for Engagement Through Partnership. Findings: Research findings suggest the Sustainable Strategies Game provides game-based learning within Education for Sustainability that delivers ‘edutainment’ within an active, collaborative and experiential learning environment that the students value. It is also able to challenge thinking and emotionally engage students with the fundamentals of business sustainability. Reflection-on-action and the students’ role as co-researchers in game development allow students to become active participants in their learning as well as knowledge producers and evaluators. These outcomes deliver the UK Higher Education Authority’s core facets of student engagement through partnership. Research limitations/implications: This practice-focused study presents the self-reported results of a one-time, small study which does not offer generalised, independently validated responses. However, the findings may be of interest to educators considering the adoption of game-based learning and those seeking new learning cultures for EfS. Practical Implications: Game-based learning and teaching approaches can achieve a learner-centred active, collaborative learning environment that enhances student engagement with business sustainability. Originality/Value: Experiences gained from this study should assist others in the implementation of game-based learning to engage students in business sustainability.

Item Type: Article
Additional Information:

Staff and students at the University of Worcester can access the full-text via the UW online library search. External users should check availability with their local library or Interlibrary Requests Service.

Uncontrolled Keywords: Student Engagement, Game-based Learning, Business Sustainability, Education for Sustainability, EfS, Games.
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB2300 Higher Education
Divisions: Academic Departments > Worcester Business School
Related URLs:
Depositing User: Kay Emblen-Perry
Date Deposited: 18 Jan 2018 09:34
Last Modified: 04 Sep 2018 10:08
URI: https://eprints.worc.ac.uk/id/eprint/6338

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