This paper aims to evaluate the impact that the introduction of gamified education might have on the poverty reduction through the consideration of value creation for students as well as if that value can be sustained over time. Based on the Gamification theoretical framework, it is identified the major benefits offered by the innovation and developed a model to evaluate the ability to improve academic performance. For that purpose, an online experiment was constructed and distributed through social networks. Subsequently, the results are introduced in a research model that is based on a casual chain that create a relationship between Gamification and Poverty reduction. The results did not confirm the creation of value by gamification of learning regarding the students. Nonetheless, they have shown that if Gamification is introduced with a reward system, it is able to help students improve their academic performance, and subsequently reduce poverty.
| Date of Award | 19 May 2016 |
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| Original language | English |
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| Awarding Institution | - Universidade Católica Portuguesa
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| Supervisor | Susana Frazão Ferreira Fernandes Pinheiro (Supervisor) |
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- Gamified education
- Gamified learning
- Innovation in education
- Gamification as a sustainable competitive advantage
- Innovation and education
- Poverty
- Poverty reduction
- Mestrado em Gestão: Programa Internacional
Education gamified: “Is it possible to end poverty?”
Évora, D. E. F. (Student). 19 May 2016
Student thesis: Master's Thesis