Using Experiential Education and Gamification to Enhance the Quality of Instruction

Using Experiential Education and Gamification to Enhance the Quality of Instruction

Minh Tung Tran
Copyright: © 2024 |Pages: 11
DOI: 10.4018/979-8-3693-3641-0.ch002
OnDemand:
(Individual Chapters)
Available
$33.75
List Price: $37.50
10% Discount:-$3.75
TOTAL SAVINGS: $3.75

Abstract

This study aims to systematically review the literature on the use of GBL to improve the quality of the teaching process in general, and specifically in the field of hotel management, due to its importance in higher education. The chapter extensively reviewed the most relevant academic literature on the use of GBL in educational settings. The empirical analysis of a project involving 27 players from FPT University Danang's hospitality program yielded significant findings. One of the main findings of the study is a detailed description of theoretical approaches to GBL and EBL, as well as the development of a conceptual model that synthesizes the findings of multiple studies and sets the stage for future research. Another notable conclusion is the creation of a curriculum for hospitality and tourist management that gradually integrates various forms of experiential learning. The importance of the research findings underscores the necessity of close connections between the best aspects of academic and real-world contexts to enhance engagement and effectiveness in teaching and learning.
Chapter Preview

Complete Chapter List

Search this Book:
Reset