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Gamification applied in marketing subject to improve student engagement and learning effectiveness

Gamification applied in marketing subject to improve student engagement and learning effectiveness

Qiu, Jingqi and Huang, Jingxi ORCID logoORCID: https://orcid.org/0000-0001-7947-7933 (2025) Gamification applied in marketing subject to improve student engagement and learning effectiveness. In: The Chartered ABS’s Learning, Teaching & Student Experience (LTSE) conference 2025, 19-20 May 2025, Nottingham, UK.

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Abstract

This case study examines gamification's impact on engagement and learning in Marketing education. It features Harry Potter-themed house system and team challenges that motivate students and bridge theory with practice. This approach blends fantasy and teamwork, enhancing students' understanding and involvement in real-world marketing campaign planning.

Item Type: Conference or Conference Paper (Speech)
Uncontrolled Keywords: game-based learning, marketing education, experiential learning
Subjects: H Social Sciences > H Social Sciences (General)
H Social Sciences > HB Economic Theory
Faculty / School / Research Centre / Research Group: Greenwich Business School
Greenwich Business School > Networks and Urban Systems Centre (NUSC)
Greenwich Business School > School of Business, Operations and Strategy
Related URLs:
Last Modified: 18 Feb 2026 15:11
URI: https://gala.gre.ac.uk/id/eprint/52500

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