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Gamification as a Catalyst for Effective Construction Management Education

  • John Ogbeleakhu Aliu
  • , Douglas Omoregie Aghimien
  • , Ayodeji Emmanuel Oke
  • , Andrew Ebekozien
  • , Clinton Aigbavboa

Research output: Contribution to journalArticlepeer-review

Abstract

The construction management (CM) discipline presents a unique opportunity for gamification, as it thrives on creating immersive experiences that replicate real-world scenarios, aligning well with the practical and applied nature of CM education. Thus, this study through a bibliometric analysis and a narrative review, explored the application of gamified approaches in CM education by examining studies published and indexed in Scopus in the last fourteen years. Network visualization and science mapping were done using Biblioshiny software in R Studio and Visualization of Similarities viewer. Findings revealed four crucial applications of gamification in CM vis; (1) game theory for effective decision-making, (2) construction project management and education, (3) design and information management in construction projects and (4) intelligent and sustainable construction. Additionally, prominent gamified approaches in CM education can be categorized into tabletop games, digital games and computer-assisted games. Practically, the submissions of this study offer educators the ability to create more engaging and interactive learning environments that foster a deeper understanding of CM principles, improve knowledge retention and ultimately prepare students for successful careers in the construction industry.

Original languageEnglish
Pages (from-to)2035-2056
Number of pages22
JournalInternational Journal of Human-Computer Interaction
Volume42
Issue number4
DOIs
Publication statusPublished - 2026

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  3. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production
  4. SDG 17 - Partnerships for the Goals
    SDG 17 Partnerships for the Goals

Keywords

  • Games
  • human-computer interface
  • improving classroom teaching
  • lifelong learning
  • teaching/learning strategies

ASJC Scopus subject areas

  • Human Factors and Ergonomics
  • Human-Computer Interaction
  • Computer Science Applications

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