Gamification in International Supply Chain Management: Impact on Students’ Engagement and Performance

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Abstract

This study evaluates the effect of gamification on the engagement and performance of first-year students in the International Supply Chain Management course at a University of Applied Sciences. Several students were exposed to the pilot of The Fresh Connection compact, a simulation game which was implemented between May to June 2025. Based on 350 observations, students are categorized as control group (without exposure to game, n = 217) and treatment group (with exposure to game, n = 133). These groups were further divided based on individual’s final grade: pass (grade ≥ 5.5) or fail (grade ˂5.5). The dataset is supplemented by a survey of students that played the game. Results show significant difference between students who participate in the game and took both exams (78%) versus 44% of students who do not participate in the game (p-value = 9.39e−10), as well as between students’ participation in the game and their exam performance (p-value = 7.17e−13). Overall, the survey shows significant satisfaction of students in using TFC game (71%), although some students would like to see tighter integration of the game in course assessment. Learnings from this pilot will be used to improve student engagement and passing rate.
Original languageEnglish
Title of host publicationGames and Learning Alliance
EditorsSander Bakkes, Pierpaolo Dondio, Vanissa Wannick, Francesco Bellotti, Manuel Ninaus, Antonio Bucchiarone
Place of PublicationCham, Switzerland
PublisherSpringer Nature
Pages420-425
Number of pages6
Volume16307
ISBN (Electronic)1611-3349
ISBN (Print)978-3-032-11043-5
Publication statusPublished - 2 Jan 2026

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