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Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways that teachers can incorporate game elements into their courses (or perhaps identifies ways in which readers are already doing so without realizing it). The article concludes with an example of how game elements are used in the design of an introductory business communication course.
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Stored only when both papers are in the corpus — 36 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.