TY - JOUR
T1 - Improving retention while enhancing student engagement and learning outcomes using gamified mobile technology
AU - James, Wendy
AU - Oates, Grainne
AU - Schonfeldt, Nikki
PY - 2024/3/5
Y1 - 2024/3/5
N2 - There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA) towards enhancing student engagement, improving student learning outcomes and increasing retention. Our study indicates significant improvement in student engagement and retention between users and non-users of a GMA for first year accounting students. Specifically, the study found users of GMA were more engaged with learning materials, their teachers, and their peers. The improved learning outcomes also motivated a greater number of students to persist and continue their studies. Furthermore, GMA-users provide feedback that its use increased their connectedness and propensity for engagement.
AB - There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA) towards enhancing student engagement, improving student learning outcomes and increasing retention. Our study indicates significant improvement in student engagement and retention between users and non-users of a GMA for first year accounting students. Specifically, the study found users of GMA were more engaged with learning materials, their teachers, and their peers. The improved learning outcomes also motivated a greater number of students to persist and continue their studies. Furthermore, GMA-users provide feedback that its use increased their connectedness and propensity for engagement.
KW - Accounting education
KW - gamification
KW - mobile application
KW - retention
KW - student academic performance
KW - student engagement
UR - http://www.scopus.com/inward/record.url?scp=85186863674&partnerID=8YFLogxK
U2 - 10.1080/09639284.2024.2326009
DO - 10.1080/09639284.2024.2326009
M3 - Article
AN - SCOPUS:85186863674
SN - 0963-9284
JO - Accounting Education
JF - Accounting Education
ER -