Why use-centered game-based learning in higher education? the case of cesim simbrand

Detalhes bibliográficos
Autor(a) principal: Costa, Gonçalo Jorge Morais da
Data de Publicação: 2014
Outros Autores: Kikot, Tatiana, Fernandes, Silvia, Águas, Paulo
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11144/465
Resumo: This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrandfor Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i) a response rate of 50 percent; (ii) these tools increase learning engagement, although it is essential to be more realistic; (iii) teamwork seems to be a controversial topic; (iv) learners had a positive experience; however, some feel unprepared before their usage (prior knowledge). Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games. To conclude, this manuscript will be divided into six sections: (i) the 5W’s of game-based learning; (ii) research (statement of the problem, aims/objectives, philosophical approach and data collection/analysis); (iii) diagnosis (game deliver and learners’ pre-perception); (iv) findings (learners’ profile, awareness, experiences and preparation); (v) limitations and future work (methodological limitations and tools/analysis upgrade); and, (vi) conclusions.
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spelling Why use-centered game-based learning in higher education? the case of cesim simbrandGame-Based LearningSerious GamesCesim SimbrandUniversity of AlgarveThis paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrandfor Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i) a response rate of 50 percent; (ii) these tools increase learning engagement, although it is essential to be more realistic; (iii) teamwork seems to be a controversial topic; (iv) learners had a positive experience; however, some feel unprepared before their usage (prior knowledge). Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games. To conclude, this manuscript will be divided into six sections: (i) the 5W’s of game-based learning; (ii) research (statement of the problem, aims/objectives, philosophical approach and data collection/analysis); (iii) diagnosis (game deliver and learners’ pre-perception); (iv) findings (learners’ profile, awareness, experiences and preparation); (v) limitations and future work (methodological limitations and tools/analysis upgrade); and, (vi) conclusions.CIEO-Research Centre for Spatial and Organizational Dynamics2014-10-01T16:14:16Z2014-01-01T00:00:00Z2014info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11144/465eng1647-3183Costa, Gonçalo Jorge Morais daKikot, TatianaFernandes, SilviaÁguas, Pauloinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-11T02:09:57Zoai:repositorio.ual.pt:11144/465Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:31:52.622921Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Why use-centered game-based learning in higher education? the case of cesim simbrand
title Why use-centered game-based learning in higher education? the case of cesim simbrand
spellingShingle Why use-centered game-based learning in higher education? the case of cesim simbrand
Costa, Gonçalo Jorge Morais da
Game-Based Learning
Serious Games
Cesim Simbrand
University of Algarve
title_short Why use-centered game-based learning in higher education? the case of cesim simbrand
title_full Why use-centered game-based learning in higher education? the case of cesim simbrand
title_fullStr Why use-centered game-based learning in higher education? the case of cesim simbrand
title_full_unstemmed Why use-centered game-based learning in higher education? the case of cesim simbrand
title_sort Why use-centered game-based learning in higher education? the case of cesim simbrand
author Costa, Gonçalo Jorge Morais da
author_facet Costa, Gonçalo Jorge Morais da
Kikot, Tatiana
Fernandes, Silvia
Águas, Paulo
author_role author
author2 Kikot, Tatiana
Fernandes, Silvia
Águas, Paulo
author2_role author
author
author
dc.contributor.author.fl_str_mv Costa, Gonçalo Jorge Morais da
Kikot, Tatiana
Fernandes, Silvia
Águas, Paulo
dc.subject.por.fl_str_mv Game-Based Learning
Serious Games
Cesim Simbrand
University of Algarve
topic Game-Based Learning
Serious Games
Cesim Simbrand
University of Algarve
description This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrandfor Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i) a response rate of 50 percent; (ii) these tools increase learning engagement, although it is essential to be more realistic; (iii) teamwork seems to be a controversial topic; (iv) learners had a positive experience; however, some feel unprepared before their usage (prior knowledge). Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games. To conclude, this manuscript will be divided into six sections: (i) the 5W’s of game-based learning; (ii) research (statement of the problem, aims/objectives, philosophical approach and data collection/analysis); (iii) diagnosis (game deliver and learners’ pre-perception); (iv) findings (learners’ profile, awareness, experiences and preparation); (v) limitations and future work (methodological limitations and tools/analysis upgrade); and, (vi) conclusions.
publishDate 2014
dc.date.none.fl_str_mv 2014-10-01T16:14:16Z
2014-01-01T00:00:00Z
2014
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dc.publisher.none.fl_str_mv CIEO-Research Centre for Spatial and Organizational Dynamics
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