Developing Subject Revision Cards to Enhance Learning and Engagement in Business Subjects in Higher Education: A Games-based Learning Case Study

Card-based games designed for revision of business subjects in higher education are a playful learning approach for students to learn and retain knowledge. Card-based games were initially selected as they lend themselves to easy customization, thereby increasing the potential for wide-scale adoption...

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Published inThe Journal of Play in Adulthood Vol. 7; no. 1
Main Authors Anderson, David R, Bird, Davina
Format Journal Article
LanguageEnglish
Published 31.07.2025
Online AccessGet full text
ISSN2632-1254
2632-1254
DOI10.5920/jpa.1658

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Abstract Card-based games designed for revision of business subjects in higher education are a playful learning approach for students to learn and retain knowledge. Card-based games were initially selected as they lend themselves to easy customization, thereby increasing the potential for wide-scale adoption. Findings supported previous literature in showing that subject revision games improved student engagement and increased knowledge retention. Six takeaways for optimal playful learning with any subject revision card games developed include considering: 1) time constraints, 2) ease of setup, 3) when and how often to play, 4) peer-to-peer versus peer-to-mentor game choices, 5) the perceived value of the game for achieving learning outcomes, and 6) how the purpose impacts the choice of game.
AbstractList Card-based games designed for revision of business subjects in higher education are a playful learning approach for students to learn and retain knowledge. Card-based games were initially selected as they lend themselves to easy customization, thereby increasing the potential for wide-scale adoption. Findings supported previous literature in showing that subject revision games improved student engagement and increased knowledge retention. Six takeaways for optimal playful learning with any subject revision card games developed include considering: 1) time constraints, 2) ease of setup, 3) when and how often to play, 4) peer-to-peer versus peer-to-mentor game choices, 5) the perceived value of the game for achieving learning outcomes, and 6) how the purpose impacts the choice of game.
Author Bird, Davina
Anderson, David R
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