NSBM Management Students Turn Theory into Experiential LearningÂ
Learning does not always have to take place through lectures, textbooks, and examinations. The 26.1 Plymouth University first-year students of the Department of Management, Faculty of Business at NSBM Green University, demonstrated this through a creative Gamification Project conducted as part of their Organisational Behaviour module.
As one of the key assignments of the module, students were challenged to design and develop their own games to explain and demonstrate key theories and concepts in Organisational Behaviour. What initially appeared to be a simple game-design task evolved into a meaningful and engaging learning experience that required students to develop a deep understanding of theoretical concepts, transform abstract ideas into practical scenarios, apply logical thinking, collaborate with peers, and communicate their knowledge creatively.
Through gamification, students moved beyond being passive recipients of knowledge and took on the roles of designers, problem-solvers, communicators, and active learners. The process encouraged them to think critically, make decisions, work collaboratively, explore creative approaches, and apply theoretical knowledge in practical contexts.
The project also demonstrated the value of experiential learning in developing skills that extend beyond the classroom. By designing games around Organisational Behaviour theories, students were able to engage with complex concepts in an interactive and memorable way while strengthening their creativity, communication, teamwork, critical thinking, and problem-solving abilities.
The Gamification Project reflects NSBM Green University’s commitment to fostering student-centred, innovative, and experiential learning environments that empower students to apply knowledge, develop future-ready skills, and learn beyond traditional classroom boundaries.