Gamification in the Economics Education

Abstract

In the process of economics education, it is required to represent the most important phenomena via active teaching methods. Teaching games are the example of tools that can be used. Thanks to the application of games, skills can be changed or improved, as well as the activity of mechanisms or social and economic phenomena can be simulated. Market phenomena, which are of dynamic character, can be presented by using simulation games. Thanks to this, market activities in micro‐ and macroeconomics: economic cycles, activities on financial markets, demand and supply relations, changes in goods prices, production costs, consumers’ behaviours can be simulated.

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