Applied Economics Education & Extension

an AAEA Journal

Agricultural and Applied Economics Association

SideQuest: How a Custom-Built Gamification Platform Can Improve Student Learning and Socialization

Chris Finaret(a) and Jesse Cirimele
(a)Allegheny College

JEL Codes: A20, A22, Y20
Keywords: game-based learning, gamification, learning platform, socialization

First Published Online: June 11, 2026

View Full Article (PDF) | Request Teaching Notes/Supplemental Materials

Abstract

Recognizing Generation Alpha’s affinity for gaming, the authors developed SideQuest, a digital platform that integrates video-game-style quests to improve course learning and foster socialization. Implemented across seven economics classes at Allegheny College, SideQuest assigned students to “guilds” and offered a diverse array of quests—ranging from in-class participation and out-of-class study activities to co-curricular involvement and intensive pre-exam “Battle Passes.” Analysis of usage data from 116 students revealed that most students engaged with the platform, with participation peaking just before midterms. A positive correlation was observed between quest completion and higher course grades, particularly when comparing Battle Pass questing to grades. Survey responses indicated that students perceived SideQuest to be beneficial for both academic achievement and socialization.

About the Authors: Chris Finaret (corresponding author; cfinaret@allegheny.edu) is an assistant professor of business and economics at Allegheny College, Meadville, Pennsylvania. Jesse Cirimele is an independent software engineer.

Acknowledgments: Thank you to the Demmler Award at Allegheny College, which funded early stages of SideQuest’s development. Thank you to the Allegheny College Institutional Review Board for assistance in compliance (Proposal 2024-25-27). All participants provided informed consent. The authors declare no conflicts of interest.

Copyright is governed under Creative Commons CC BY-NC-SA

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