The wire games. A gaming experience within a Grade Class

Antonio Montero-Navarro, José-Luis Rodríguez-Sánchez, Rocio Gallego-Losada, Thais González-Torres

Abstract

This work describes in detail the development of an educational game as a tool to check the degree of acquisition and consolidation of knowledge of the student in relation to a subject are . It is proposed as a complementary method to traditional methodologies.

Thus, the article presents the devolpment of a brand new serious game which has been created in the 2019-20 academic year. Ithas been used in two different groups of the Degree in Business Management (one taught in English and the other one in Spanish). Based on previous gamification experiences, the design and use of the game has lead to the achievement of the goals pursued, generating also an important volume of valuable information that can increase the effectiveness of the use of other tools (tutorials, theoretical immersion in some specific subjects or case studies).

Keywords

games; serious games; competences; learning

Full Text:

PDF ES

References

Behrman, J.N., Levin, R.I. (1984). Are business schools doing their job?. Harvard Business Review, Vol. 62, No. 1, pp. 140-147.

Brigham, T. (2015). An Introduction to Gamification: adding game elements for engagement. Medical Reference Services Quarterly, Vol. 34, No. 4, pp. 471-480. https://doi.org/10.1080/02763869.2015.1082385

Cadotte, E. (1995). Business Simulations: The Next Step in Management Training. Working Paper, Graduate Management Admission Council.

Castaño-Perea, E., Fernández, A. B., & Castañeda, E. A. (2012). Competencias para la tutoría: experien-cia de formación con profesores universitarios. REDU: Revista de docencia universitaria, 10(2), 193. https://doi.org/10.4995/redu.2012.6103

Coffey, M., & Gibbs, G. (2002). Measuring teachers' repertoire of teaching methods. Assessment & Evaluation in Higher Education, 27(4), 383-390. https://doi.org/10.1080/0260293022000001382

Deterding, S., Khaled, R., Nacke, L. E., Dixon, D. (2011). Gamification: Toward a Definition. C. Gam-ification Workshop Proceedings, Vancouver, BC, 7-12 May 2011, pp. 1-4.

Gil-Flores, J. (2012). La evaluación del aprendizaje en la universidad según la experiencia de los estudiantes.

Glasser, W. (1998), Choice Theory. Happer Collins, New York, NY.

Gómez, E. L. (2013). La tutoría en la universidad: una experiencia innovadora en el Grado de Educación Primaria. REDU: Revista de Docencia Universitaria, 11(2), 243-261. https://doi.org/10.4995/redu.2013.5575

Guardia, J. J., Del Olmo, J. L., Roa, I., & Berlanga, V. (2019). Innovation in the teaching-learning process: the case of Kahoot!. On the Horizon, 27(1), 35-45. https://doi.org/10.1108/OTH-11-2018-0035

Katz, R. L. (1974). Skills of an effective administrator. Harvard Business Review, Vol. 52, No. 5, pp. 90-102.

Koontz, H., Weihrich, H. (1994). Administración. Una perspectiva Global. Mexico, McGraw Hill.

López-Navas, C. (2014). Educación superior y TIC: conceptos y tendencias de cambio. Historia y Comunicación Social, 19, 227-239. https://doi.org/10.5209/rev_HICS.2014.v19.45128

Marín García, J. (2018). Focos de investigación sobre aprendizaje universitario en el área de dirección de operaciones. In IN-RED 2018. IV Congreso Nacional de Innovación Educativa y Docencia en Red (pp. 922-932). Editorial Universitat Politècnica de València. https://doi.org/10.4995/INRED2018.2018.8755

Mintzberg, H. (1990). The manager’s job. Folklore and Fact. Harvard Business Review, Vol. 68, No. 2, pp. 163–176.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Radoff, J. (2011). Game on: Energize your business with social media games. United States, John Wiley & Sons.

Swartz, R. J., Costa, A. L., Beyer, B. K., Reagan, R., & Kallick, B. (2010). Thinking-Based Learning: Promoting Quality Student Achievement in the 21st Century. Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027.

Urh, M., Vukovic, G., Jereb, E., Pintar, R. (2015). The model for introduction of gamification into e-learning in higher Education. Procedia-Social Behav. Sci., Vol. 197, pp. 388-397. https://doi.org/10.1016/j.sbspro.2015.07.154

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217-227. https://doi.org/10.1016/j.compedu.2014.11.004

Abstract Views

1041
Metrics Loading ...

Metrics powered by PLOS ALM

Refbacks

  • There are currently no refbacks.




This journal is licensed under a Creative Commons Attribution 4.0 International License.

Universitat Politècnica de València

e-ISSN: 1989-9068   https://doi.org/10.4995/wpom