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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Main Authors: Tatiana Kikot, Gonçalo Costa, Silvia Fernandes, Paulo Águas
Format: Article
Language:English
Published: Research Centre in Tourism, Sustainability and Well-being - CinTurs 2014-09-01
Series:Journal of Spatial and Organizational Dynamics
Subjects:
Online Access:http://www.cieo.pt/journal/J_3_2014/article3.pdf
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spelling 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
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