A Study of Business Teacher Educators’ Knowledge of, Attitudes Toward, and Experiences With the Gamification of Activities in the Classroom


  • Diane J. Fisher The University of Southern Mississippi
  • Jon Beedle The University of Southern Mississippi
  • Sharon E. Rouse The University of Southern Mississippi


business education, gamification, educational games, gaming activities, game elements, game mechanics, motivation, gamify, achievement, competition, play, instructional strategy, technology


Background: Gamification is a learning approach that is becoming more popular and prevalent in business and education and is a viable alternative to many of the existing educational delivery methods.

Purpose: The purpose of this study was to explore the current knowledge of, attitudes toward, and experiences with the gamification of activities in the classroom.

Method: A quantitative, descriptive research design was used to determine the knowledge, attitudes, and experiences of a group of national business teacher educators with gamification. The survey response rate was 39% with a usable rate of 30%.

Conclusion: Many of the teachers surveyed felt that gamification is an interesting teaching strategy but most were not familiar with the concepts. Further study into the use of gamification in business education courses is needed. 


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How to Cite

Fisher, D. J., Beedle, J., & Rouse, S. E. (2014). Gamification: A Study of Business Teacher Educators’ Knowledge of, Attitudes Toward, and Experiences With the Gamification of Activities in the Classroom. Journal of Research In Business Education, 56(1), 1-16.

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