Consumer Behaviour-Engagement Through Educational Gamification

dc.contributor.advisorKiss, Virag
dc.contributor.authorAzar, Sophie
dc.contributor.departmentDE--Gazdaságtudományi Kar
dc.date.accessioned2025-12-18T13:49:59Z
dc.date.available2025-12-18T13:49:59Z
dc.date.created2025-10-28
dc.description.abstractThis thesis explores the role of gamification in education and investigates whether gamified learning can improve students' engagement and academic outcomes compared to traditional methods. The main objective was to analyse how university students perceive gamification as a concept, its elements, and compare it to conventional teaching methods. Aspects of gamification, such as its game elements (points, rewards, challenges...) were analysed to study the degree of impact they hold on a user's motivational skills and learning performance. The investigation was conducted through a mixed-method of primary and secondary research. Secondary research included published and academic articles, whereas the primary analysis incorporated a questionnaire in the form of a survey (which targeted university students as the sample). Results positively indicated that gamification can significantly enhance engagement, participation and knowledge retention. This research contributes to educational strategies by highlighting the importance of educational gamification and offers a foundation for further studies on its long-term effects.
dc.description.courseCommerce and Marketing
dc.description.degreeBSc/BA
dc.format.extent55 p.
dc.identifier.urihttps://hdl.handle.net/2437/401023
dc.language.isoen
dc.rights.infoHozzáférhető a 2022 decemberi felsőoktatási törvénymódosítás értelmében.
dc.subjectGamification
dc.subjectConsumer Behaviour
dc.subjectEducational Gamification
dc.subject.dspaceEconomics
dc.titleConsumer Behaviour-Engagement Through Educational Gamification
dc.title.translatedFogyasztói Viselkedés-Elköteleződés Oktatási Célú Játékosításon Keresztül
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