Game-based Learning as Education Method in the Digital Age: Experiences at the Highest Military Education Institution in Germany with Online and Offline Game Formats Related to Developing Competencies

Author(s):  
Ronald Deckert ◽  
Felix Heymann ◽  
Maren Metz
Author(s):  
V.A. MORENKOV ◽  
◽  
I.S. ZHIKHAREV ◽  

The analysis of educational activities in higher military educational institutions is carried out; the influence of information technologies on the development of automated control in the army is shown. The problems, affecting the level of students' practical training on automation systems, are identified, the ways to overcome them with the use of information technologies implemented in the educational activities of higher educational institutions and troops are outlined.


Author(s):  
Anabela Mesquita ◽  
Paulino Silva

One of the key factors to be successful in the job market is to detain the right and needed knowledge and competences, being these hard or transversals (e.g., communication, negotiation, leadership, creativity, proactivity, responsibility, just to name a few). Experiential learning, problem-based learning, and game-based learning are pedagogical methods that allow students to consolidate the technical competences but also to develop the necessary soft skills in order to be employable in the Society 4.0. Among the solution offered is the business simulation that can be defined as an instrument that transforms the real business world in a simplified model enabling students to make decisions and simulate activities as if they were in a real business environment, without any risks. In this chapter, the authors describe a business simulation used in a higher education institution in Portugal. They analyze this simulation in terms of experiential learning and problem-based learning and draw some reflections about the results as this might be inspiring for other teachers/trainers.


Author(s):  
O. M. Pereguda ◽  
O. P. Cherkes ◽  
Р. M. Piontkivskyi ◽  
O. V. Dzubenko

This article reveals problematic aspects of choosing and implementation of the information system (IS) in higher military education institution activity. Article gives the description of solving further tasks: describing of operations, which provide main higher military education institution capabilities, choosing commercial information system and determination of integrated IS creation variants, developing of the measures plan for higher military education institution activities automation. During the methodology development, experience of implementation of automation means in commercial, military and educational spheres was taken into consideration. Using of process-oriented approach was proposed. this gives ability to figure the system view of organization (institution) architecture, determine peculiarities of realization of managemant (strategy) processes, main processes in scientific and educational activities and enabling (additional) processes, that within the analysis phase plays the role of basis for definition of functional requirements to IS for meeting higher military education institution demands. For analysis and rating of commercial IS author have chosen quantative multi-criteria method – hierarchy analysis method, which allows to solve ill-structured problems. For IS analysis were investigated and determinate main criteria's for making the decision which can fully meet higher military education institution demands. Results of experts consultation are the base data, which is represented like paired comparison matrix for each hierarchy nodes. Determination of options priority while choosing commercial IS was performed using specialized software «MY PRIORITY 1.0». Results of this analysis can be used for argumentation of IS developer choice. Peculiarity of the given methodology is the complex approach to: identification, formal definition, analysis and improvement of higher military education institution activities; evaluation of automation level, actual needs, peculiarities of creation and IS requirements definition and automation means taking into consideration specific (military) training in higher education institution.


2019 ◽  
Vol 6 (4) ◽  
pp. 88-99 ◽  
Author(s):  
О. Филимонова ◽  
O. Filimonova

In this paper features for creation of educational process in a military higher education institution when studying “Engineering and Computer Graphics” discipline are revealed. Military education is a part of the Russian Federation’s education system. In conditions of the Armed Forces modernization and development of new methods and ways for conduct of operations the young officers’ perfection acquires a big significance. Requirements applicable to military specialists reflect the concept of educational activity in general – possession of strong theoretical knowledge and formed practical skills at the tasks solution. The big part in the system of development for military engineering education is assigned to practical orientation of training. Future officer has to understand the processes for design, production and operation of cars and mechanisms with varying complexity, therefore be able to work with design documentation of any kind. In the course of “Engineering and Computer Graphics” discipline studying cadets are learned to read and carry out drawings, to develop their technical support, and also to design and model both two, and three-dimensional objects on a plane and in space. The efficiency of graphic training in a greater degree depends on educational activity’s organization. Application of education traditional forms in combination with innovative practice and methods, development of the system of didactic tools focused on increase in educational process’s intensity is the most optimal one for achievement of training maximum results. During realization of the tasks set by the state for training of competent military specialists, the educational process based on principles of personally focused training with developing orientation has been organized by “Engineering and Computer Graphics” discipline teachers of Military Academy of Troops Air Defense of Russian Federation Armed Forces. The developed system of didactic tools enhances the intensity and productivity of cadets’ educational activity, helps to cultivate professional qualities of future military specialists.


2017 ◽  
Vol 7 (4) ◽  
pp. 53-64 ◽  
Author(s):  
Cheng-Yu Hung ◽  
Yu-Ren Lin ◽  
Kai-Yi Huang ◽  
Pao-Ta Yu ◽  
Jerry Chih-Yuan Sun

The purpose of this study was to compare the influence of a single-player game with that of a collaborative game on students' motivation, attention levels, and relaxation levels in a motion-sensing learning environment. Participants were 20 college students in a higher education institution in southern Taiwan. A Kinect-based game with motion-sensing technology was incorporated to help the students enhance their attention levels and reduce their anxiety. Results showed that when the students worked collaboratively, they achieved higher learning motivation. In addition, brainwave data revealed that during the gaming activities, the students' attention levels in both conditions increased. It is suggested that instructors can incorporate collaborative learning environments with a Kinect motion-sensing platform to enhance students' learning motivation.


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