Integrating gamification and conversational adventures in Business Analytics education: an innovative approach in business education
DOI:
https://doi.org/10.51302/tce.2024.20215Keywords:
video games, enterprises, management, business economics, artificial intelligence, educational innovationsAbstract
This study delves into the integration of gamification in business education, employing conversational adventures to teach Business Analytics to Marketing students (men and women). Conducted over three interactive sessions, the project merges gamification theory with the practical application of programming skills and narrative design. The initial session introduces students to gamification and its applicability in business environments, highlighting the evolution of conversational adventures from traditional to digital formats. In the second session, students acquire practical programming skills, using ChatGPT to generate Python code executable in Google Colab. Emphasis is placed on the use of control structures such as «input», «print», «if» and «else» to create interactivity in their games. The final session is devoted to project presentations, where students share their games and receive feedback from peers.
The study reveals that gamification, when effectively integrated into business education, not only enhances students' understanding and engagement but also develops technical, creative, and collaborative skills. This innovative approach demonstrates the potential of conversational adventures in business education, opening new avenues for teaching and learning in the digital era.
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Copyright (c) 2024 Francisco José García-Ull, Nuria Alabau-Tejada, Carla de Paredes Gallardo
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