Online Gamified Training for Business Innovation: Examining an Embodied Gamified E-learning Module on Creativity

Kristian Brøndum Kristiansen, Liisa Irene Hänninen, Patricia Núñez Gómez, Christian Byrge, Chaoying Tang, Sandra Dingli, Shirley Pulis Xerxen

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Abstract

This article examines the use of a novel method of delivery of creativity training: a gamified embodied e-learning module for teaching the creative skills fundamental for practical business innovation. The e-module “Academy for Creativity” is examined as an out-of-class study activity for creativity training using interviews with focus groups of students, questionnaires on a larger group of students and individual interviews with teachers. The results reveal embodied gamified e-learning on creativity as a potential for increasing student motivation and engagement as well as a potential for advancing and increasing focus and student time spent on the deliberate practice of creativity as part of business innovation studies. The results also present recommendations for how to implement embodied gamified e-learning on creativity as a natural part of classes on business innovation.
Original languageEnglish
JournalJournal of Creativity and Business Innovation
Volume5
Pages (from-to)62-75
Number of pages14
ISSN2351-6186
Publication statusPublished - 2019

Keywords

  • creativity training
  • business innovation
  • gamified teaching
  • educational technology for creativity
  • creativity e-learning

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