OLTD 508 Mini Inquiry

Using Game-Based Learning to Engage and Motivate Young Adults in an Entrepreneurial Program



Critical Challenge Question

Will young adults be more connected with their Coaches and stay motivated and engaged in a program

if game-based learning (such as a DER) is used?

To answer this Critical Challenge Question, we first researched the importance of motivation within game-based learning, since a Digital Escape Room is a game rather than a gamification practice. We then explored the discourse that has studied how game-based learning affects levels of engagement. Finally, we will look at our own results from the REBEL Entrepreneur Program and analyze whether participants found game-based learning motivating and engaging, and under what conditions. The foundational research will view the results from a perspective of young adult learners and entrepreneurial programs, rather than a school or classroom environment. Much of the research combines or uses gamification and game-based learning interchangeably, so we have left both in the narrative.

Introduction

The introduction to why this project matters.

Motivation

Research: An explanation of motivation in game-based learning.

Engagement

Research: A description of engagement in game-based learning.


Other Benefits

Research: Additional benefits (other than motivation and engagement) that learners gain from game-based learning.

Results and Feedback

In practice: After participant completed the Digital Escape Room, what were the results?


Conclusion

The conclusion to why this project matters.

References

In practice: After participant completed the Digital Escape Room, what were the results?


Below, is a copy of the Digital Escape Room REBEL Participants completed.

This is an interactive form, so you may enjoy the Digital Escape Room as well directly on this google site!