Gamifying Higher Education for Generation Alpha: Aligning Cognitive Behavioral Needs with Business Value through a Human-Centered Approach
Name
kong-yvekong-msms-sloan-2023-unsignedthesis.pdf
Description
Thesis PDF
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310.11 KB
Format
Adobe PDF
Checksum (MD5)
af9200b2ef5a92b756cb1cdcd5ab8984
Author(s)
Kong, Yvette Man-yi
Advisor(s)
Shields, Ben R.
Date Issued
June 2023
Publisher
Massachusetts Institute of Technology
Abstract
This thesis proposes a human-centered framework for gamification in higher education that aligns cognitive behavioral needs with business value for Generation Alpha, the cohort born after 2010. By analyzing the gaps between current education practices and Generation Alpha's needs, the methodology aims to bridge the divide. The literature review underscores the importance of empathizing with Generation Alpha's cognitive behavioral needs, including socialization and communication skills, creativity and innovation, digital literacy and technology skills, emotional intelligence and resilience, and cultural competency and global awareness.
Gamification is posited as a potential strategy for engaging and motivating Generation Alpha in higher education. The benefits of gamification encompass personalization and feedback, collaborative and social learning, real-world application and problem-solving, and experiential and immersive learning. The thesis concludes by emphasizing the importance of gamification in higher education for Generation Alpha and its implications for higher education providers and policymakers.
MIT Department
Sloan School of Management
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