Evaluating the Integration and Impact of Game-Based Learning in Engineering Education through Management Information Systems in Albania: A Mixed-Methods Study

Authors

  • Besjana Mema Departament of Information Tecnology, Mediterranean University of Albania, Tirana, Albania.
  • Fatmir Basholli Department of Information Technology, Mediterranean University of Albania, Tirana, Albania. https://orcid.org/0000-0002-3621-4153
  • Dolantina Hyka Departament of Information Tecnology, Mediterranean University of Albania, Tirana, Albania.
  • Roland Lami Department of Applied Social Sciences, European University of Tirana, Tirana, Albania.

DOI:

https://doi.org/10.22105/kmisj.v2i1.84

Keywords:

Game-based learning engineering, Education management information systems, Educational technology, Learning outcomes

Abstract

This study evaluates the integration and impact of Game-Based Learning (GBL) methodologies in engineering education in Albania, with a particular focus on the role of Management Information Systems (MIS) in supporting and analyzing these practices. Using a mixed-methods approach, quantitative and qualitative data were collected from instructors and engineering students at different universities using standardized questionnaires. Assessing the use and prevalence of GBL tactics, the kinds of GBL approaches used, and opinions on how well they improve learning outcomes, engagement, and problem-solving abilities were the study's goals. The study also looked at how MIS can help with GBL implementation and assessment, as well as the difficulties and barriers teachers encounter when using these tactics. The results shed important light on how GBL is currently being used in Albanian engineering education and demonstrate how MIS integration might improve the efficiency and administration of GBL strategies to raise student learning outcomes.

References

Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press. https://books.google.com/books

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in human behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Johnson, C. I., & Mayer, R. E. (2010). Applying the self-explanation principle to multimedia learning in a computer-based game-like environment. Computers in human behavior, 26(6), 1246–1252. https://doi.org/10.1016/j.chb.2010.03.025

Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., De Freitas, S., Louchart, S., … De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British journal of educational technology, 46(2), 391–411. https://doi.org/10.1111/bjet.12113

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20. https://doi.org/10.1145/950566.950595

Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533

Hung, H. C., & Young, S. S. C. (2015). An investigation of game-embedded handheld devices to enhance English learning. Journal of educational computing research, 52(4), 548–567. https://doi.org/10.1177/0735633115571922

Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., Inal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & education, 52(1), 68-77. https://doi.org/10.1016/j.compedu.2008.06.008

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons. https://books.google.com/book

Miles, M. B., Huberman, A. M., & Saldana, J. (2014). Qualitative data analysis: A methods sourcebook. SAGE. https://cir.nii.ac.jp/crid/1970023484843333791

Published

2025-02-28

Issue

Section

Articles

How to Cite

Mema , B. ., Basholli , F. ., Hyka, D. ., & Lami , R. . (2025). Evaluating the Integration and Impact of Game-Based Learning in Engineering Education through Management Information Systems in Albania: A Mixed-Methods Study. Karshi Multidisciplinary International Scientific Journal, 2(1), 40-50. https://doi.org/10.22105/kmisj.v2i1.84

Similar Articles

11-20 of 27

You may also start an advanced similarity search for this article.