Title: Student-led active learning classrooms: a comparison of role-playing versus gamification

Authors: Mathupayas Thongmak

Addresses: MIS Department, Thammasat Business School, Thammasat University, Bangkok, Thailand

Abstract: New strategies are needed to gain more students' attention, engagement and interests in the MIS major. This paper, therefore, investigates the applications of two active learning approaches that are role-playing and gamification in an introductory MIS course from 2016 to 2019. The active learning approaches are conducted through student-led group assignments. The effectiveness of role-playing and gamification in terms of students' perceived usefulness, engagement intention, and satisfaction are explored by a quantitative method, using an online questionnaire. This paper provides a comparison between two approaches and the guideline for effectively implementing them in a course from the students' viewpoint. The study shows an example of student-led active learning activities, which reveals the opportunities for IS faculty to easily apply and research further.

Keywords: active learning; experiential learning; role-playing; gamification; information systems education; introductory course.

DOI: 10.1504/IJIL.2022.126630

International Journal of Innovation and Learning, 2022 Vol.32 No.4, pp.359 - 379

Received: 25 May 2021
Accepted: 04 Oct 2021

Published online: 31 Oct 2022 *

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