Document Type

Article

Abstract

Data from 294 post-graduate students studying business administration were analysed to determine perceptions toward digital learning games. This research can be used as a conceptual model of how to react to new methods of instruction. 25 subject (game) related and 21 tutor related attributes made up the course evaluation form. Preliminary findings suggest a Halo effect in form of student’s perception of the tutor being influenced by the subject, vice versa. Although the overall evaluation of both, game and tutor, were on average very positive, there were distinct differences between clusters.

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