Gamification applied in marketing subject to improve student engagement and learning effectiveness
Tools
Qiu, Jingqi and Huang, Jingxi ORCID: 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.
|
PDF (Submission Form)
52500 HUANG_Gamification_Applied_Marketing_(Other)_2025.pdf - Other Restricted to Repository staff only Download (333kB) | Request a copy |
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 |
Actions (login required)
![]() |
View Item |
Downloads
Downloads per month over past year
Altmetric
Tools
Tools