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Massachusetts Institute of Technology

Gamifying Higher Education for Generation Alpha: Aligning Cognitive Behavioral Needs with Business Value through a Human-Centered Approach

Abstract

dc:description.abstract

This thesis proposes a human-centered framework for gamification in higher education that aligns cognitive behavioral needs with business value for Generation Alpha, the cohort born after 2010. By analyzing the gaps between current education practices and Generation Alpha's needs, the methodology aims to bridge the divide. The literature review underscores the importance of empathizing with Generation Alpha's cognitive behavioral needs, including socialization and communication skills, creativity and innovation, digital literacy and technology skills, emotional intelligence and resilience, and cultural competency and global awareness. Gamification is posited as a potential strategy for engaging and motivating Generation Alpha in higher education. The benefits of gamification encompass personalization and feedback, collaborative and social learning, real-world application and problem-solving, and experiential and immersive learning. The thesis concludes by emphasizing the importance of gamification in higher education for Generation Alpha and its implications for higher education providers and policymakers.

Degree

thesis:*
Name thesis:degree_name
Master
Department dc:contributor.department
Sloan School of Management
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2023

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Kong, Yvette Man-yi
Advisor dc:contributor.advisor
  • Shields, Ben R.

Rights

dc:rights
Statement dc:rights
  • In Copyright - Educational Use Permitted
  • Copyright retained by author(s)

Identifiers

dc:identifier.*
Handle dc:identifier.uri
https://hdl.handle.net/1721.1/151565
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/151565

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
related terms
citation

Kong, Yvette Man-yi. Gamifying Higher Education for Generation Alpha: Aligning Cognitive Behavioral Needs with Business Value through a Human-Centered Approach. Massachusetts Institute of Technology, 2023. https://hdl.handle.net/1721.1/151565