CONCLUSION AND RECOMMENDATIONS
This study achieved its four guiding objectives by demonstrating the potential of gamification, specifically
through the adaptation of the Snakes and Ladders framework, to enhance risk management education. The first
objective—developing an interactive gamified module—was realized through the creation of a customized
board game that translated abstract risk concepts into an engaging, practice-oriented learning experience. The
second objective—illustrating the adaptability of the Snakes and Ladders metaphor—was met by successfully
aligning “snakes” with risks, “ladders” with opportunities, and dice rolls with uncertainty, thereby simplifying
the complexity of organizational dynamics.
The third objective—enhancing learner engagement, knowledge retention, decision-making, and
collaboration—was addressed through gameplay that combined chance with strategy, structured scenarios, and
reflective debriefing. Feedback and observations highlighted improvements in motivation, conceptual
understanding, and teamwork, underscoring the effectiveness of the module as a pedagogical tool. The fourth
objective—exploring commercialization pathways—was advanced through an examination of the module’s
adaptability for integration into academic curricula, corporate training, and professional development
programs, pointing to opportunities for wider implementation and scalability.
Taken together, the findings affirm that gamification can transform technical, abstract content into accessible
and interactive learning experiences. By bridging theory and practice, the Snakes and Ladders model
demonstrates how playful learning can foster deeper comprehension, active collaboration, and transferable
skills relevant to both academic and professional contexts.
To strengthen the impact and sustainability of the Snakes and Ladders risk management module, several
recommendations are proposed. First, it is important to conduct empirical studies that assess the effectiveness
of the module across both academic and professional contexts, ensuring that outcomes are evidence-based and
generalizable [(van Roy & Zaman, 2018)]. Second, the development of digital versions of the module is
recommended to improve scalability, interactivity, and accessibility for diverse learner groups [(Wilk Oliveira,
Bittencourt, Isotani, & Jaques, 2023)]. Third, fostering partnerships with educational institutions and corporate
trainers will be crucial to expanding adoption and embedding the module into existing teaching and training
frameworks.
In addition, curriculum developers are encouraged to adapt risk scenarios to specific industry and learner
needs, and facilitators should incorporate structured debriefing to connect gameplay outcomes with established
risk management frameworks. Future research should also examine the long-term retention and transfer of
learning, and pilot commercialization initiatives will be necessary to evaluate the feasibility of integrating the
module into wider educational and professional development ecosystems.
REFERENCES
1. Anderson, P. H., & Lawton, L. (2009). Business simulations and cognitive learning: Developments, desires,
and future directions. Simulation & Gaming, 40(2), 193–216. https://doi.org/10.1177/1046878108321624
2. Biryukov, P., Denisova, A., & Lugmayr, A. (2021). Challenges in gamification design: A review of user-
centered gamification frameworks. Multimodal Technologies and Interaction, 5(7), 34.
https://doi.org/10.3390/mti5070034
3. Cavus, N., Secil, E., & Bicen, H. (2023). Gamification in education: A systematic literature review.
Education and Information Technologies, 28(1), 1–28. https://doi.org/10.1007/s10639-022-11217-2
4. Chavarría Oviedo, J., & Avalos Charpentier, E. (2023). Simulation-based gamification to improve
management decision-making. Journal of Management Education, 47(3), 412–429.
https://doi.org/10.1177/10525629221123512
5. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to
gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments (pp. 9–15). ACM.
https://doi.org/10.1145/2181037.2181040