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@article{185974,
author = {Mr. Sandeep Kumar Singh and Dr. Safia Farooqui},
title = {Comparative Study of Gamified vs. Non-Gamified Learning Modules in Management Education},
journal = {International Journal of Innovative Research in Technology},
year = {2026},
volume = {12},
number = {11},
pages = {4041-4049},
issn = {2349-6002},
url = {https://ijirt.org/article?manuscript=185974},
abstract = {In this research we are going to explore the impact of gamified elements into online management courses like students' engagement, how well they learn, and their overall motivation with the courses. Which helps to understand the new way to keep students engaged and increase the participation to the courses.
Experimental research design was applied to 248 are in the same course. First group is control group where we have taken 124 students are having with non-gamified study material, and the experimental group of 124 students interacted with gamified content. In this study experimental group student experienced the gamified elements like points, badges, leaderboards, challenges, rewards, and storytelling to create an emotional connection with the contents.
Data collected by surveys and Learning Management System (LMS) analytics reports, providing a comprehensive understanding of student experiences. The two groups of learners control and experimental group Quantitative analysis compared participation, course completion, and performance between the two groups.
The result demonstrate that gamification improves the student engagement and motivation. Experimental group students are interested spend more time with gamified elements, with game element sense of achievement, and want to spent time and effort in learning. Additionally, gamified elements encouraged healthy competition and partnership, resulting in a more interactive and engaging virtual classroom.},
keywords = {Gamification, Management Education in Online, Student Engagement, Motivation, Performance, Learning Management Systems},
month = {April},
}
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