To read this content please select one of the options below:

Gamification to enhance engagement and higher order learning in entrepreneurial education

Roisin M. Lyons (Kemmy Business School, University of Limerick, Limerick, Ireland)
Grace Fox (DCU Business School, Dublin City University, Dublin, Ireland)
Simon Stephens (Faculty of Business, Atlantic Technological University, Letterkenny, Ireland)

Education + Training

ISSN: 0040-0912

Article publication date: 25 April 2023

Issue publication date: 10 May 2023




In an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.


In the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.


The students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.


This study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.



The authors wish to acknowledge the invaluable contribution of the Editor and the two reviewers. Their insights, guidance and recommendations have resulted in significant improvements to this paper.


Lyons, R.M., Fox, G. and Stephens, S. (2023), "Gamification to enhance engagement and higher order learning in entrepreneurial education", Education + Training, Vol. 65 No. 3, pp. 416-432.



Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

Related articles