Why Use-Centered Game-Based Learning in Higher Education? The Case of Cesim Simbrand
This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrand for Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). Th...
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Research Centre in Tourism, Sustainability and Well-being - CinTurs
2014-09-01
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Online Access: | http://www.cieo.pt/journal/J_3_2014/article3.pdf |
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doaj-f98210ade1f04391a5560a5dd11ba2f32020-11-25T04:04:08ZengResearch Centre in Tourism, Sustainability and Well-being - CinTursJournal of Spatial and Organizational Dynamics2183-19122014-09-01II3229241Why Use-Centered Game-Based Learning in Higher Education? The Case of Cesim SimbrandTatiana Kikot0Gonçalo Costa1Silvia Fernandes2Paulo Águas 3University of AlgarveUniversity of AlgarveUniversity of AlgarveUniversity of AlgarveThis paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrand for 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.http://www.cieo.pt/journal/J_3_2014/article3.pdfGame-Based LearningSerious GamesCesim SimbrandUniversity of Algarve |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Tatiana Kikot Gonçalo Costa Silvia Fernandes Paulo Águas |
spellingShingle |
Tatiana Kikot Gonçalo Costa Silvia Fernandes Paulo Águas Why Use-Centered Game-Based Learning in Higher Education? The Case of Cesim Simbrand Journal of Spatial and Organizational Dynamics Game-Based Learning Serious Games Cesim Simbrand University of Algarve |
author_facet |
Tatiana Kikot Gonçalo Costa Silvia Fernandes Paulo Águas |
author_sort |
Tatiana Kikot |
title |
Why Use-Centered Game-Based Learning in Higher Education? The Case of Cesim Simbrand |
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 |
publisher |
Research Centre in Tourism, Sustainability and Well-being - CinTurs |
series |
Journal of Spatial and Organizational Dynamics |
issn |
2183-1912 |
publishDate |
2014-09-01 |
description |
This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrand for 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. |
topic |
Game-Based Learning Serious Games Cesim Simbrand University of Algarve |
url |
http://www.cieo.pt/journal/J_3_2014/article3.pdf |
work_keys_str_mv |
AT tatianakikot whyusecenteredgamebasedlearninginhighereducationthecaseofcesimsimbrand AT goncalocosta whyusecenteredgamebasedlearninginhighereducationthecaseofcesimsimbrand AT silviafernandes whyusecenteredgamebasedlearninginhighereducationthecaseofcesimsimbrand AT pauloaguas whyusecenteredgamebasedlearninginhighereducationthecaseofcesimsimbrand |
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