Based E-Learning to Increase Motivation of Stem-Students : Gamification of A Startup Enterpriser
- First semester students often face major challenges in adjusting to university studies. Inexperienced students may not appreciate the practical relevance of abstract, theoretical concepts taught using traditional, instructor-centered lectures. Furthermore, the rise of generative artificial intelligence (GenAI) can mislead some to believe they no longer need to exert effort to learn academic skills. To encourage students to engage in learning material and thus improve retention rates, two complementary teaching methods were integrated into a large, introductory course for first semester STEM students: Problem-Based Learning (PBL) and gamification. Problem-Based Learning was implemented to make the subject matter more meaningful by simulating a real-world experience: How to start up a small business. This entrepreneurship task was simulated in an online game, to increase student motivation. Quantitative questionnaires of student motivation and experiences with e-learning were
evaluated. Based on input obtained in expert interviews, aFirst semester students often face major challenges in adjusting to university studies. Inexperienced students may not appreciate the practical relevance of abstract, theoretical concepts taught using traditional, instructor-centered lectures. Furthermore, the rise of generative artificial intelligence (GenAI) can mislead some to believe they no longer need to exert effort to learn academic skills. To encourage students to engage in learning material and thus improve retention rates, two complementary teaching methods were integrated into a large, introductory course for first semester STEM students: Problem-Based Learning (PBL) and gamification. Problem-Based Learning was implemented to make the subject matter more meaningful by simulating a real-world experience: How to start up a small business. This entrepreneurship task was simulated in an online game, to increase student motivation. Quantitative questionnaires of student motivation and experiences with e-learning were
evaluated. Based on input obtained in expert interviews, a fictitious startup enterprise was designed to serve as the used case. An online e-learning game was developed, which leveraged gamification elements to try to increase motivation. Each phase of the startup process was represented as one level of the e-learning game. The e-learning game was tested by a group of first semester students. Their opinions were collected using an anonymous
online survey. Aggregated results of the survey are discussed and plans for further research are presented.…

