scholarly journals BUSINESS STUDENTS’ PERCEPTION OF DIGITAL GAME-BASED LEARNING & COLLABORATIVE LEARNING ENVIRONMENT

2021 ◽  
Author(s):  
Syed Mubaraz ◽  
Jutta Heikkilä
2018 ◽  
Vol 19 (5) ◽  
pp. 858-876 ◽  
Author(s):  
Kay Emblen-Perry

Purpose This paper aims to explore the value students place on the sustainable strategies game (SSG) which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach to enrich Education for Sustainability (EfS) learning experiences and enhance student engagement. Design/methodology/approach Students’ reflections on their game-based learning experiences and suggestions for game development were collected through a short qualitative survey. Results are explored through three frameworks, namely, the multifaceted student value model, the dimensions of engagement framework and the UK higher education authority (HEA) framework for engagement through partnership. Findings Research findings suggest the SSG provides game-based learning within EfS that delivers “edutainment” within an active, collaborative and experiential learning environment that the students value. It is also able to challenge thinking and emotionally engage students with the fundamentals of business sustainability. Reflection-on-action and the students’ role as co-researchers in game development allow students to become active participants in their learning as well as knowledge producers and evaluators. These outcomes deliver the UK HEA’s core facets of student engagement through partnership. Research limitations/implications This practice-focused study presents the self-reported results of a one-time, small study which does not offer generalised, independently validated responses. However, the findings may be of interest to educators considering the adoption of game-based learning and those seeking new learning cultures for EfS. Practical implications Game-based learning and teaching approaches can achieve a learner-centred active, collaborative learning environment that enhances student engagement with business sustainability. Originality/value Experiences gained from this study should assist others in the implementation of game-based learning to engage students in business sustainability.


2018 ◽  
Vol 5 (1) ◽  
pp. 17-30
Author(s):  
Sonia Martín Gómez ◽  
Cristina Masa Lorenzo

Los cambios originados hace unos años con el Proceso de Bolonia y el establecimiento del Espacio Europeo de Educación Superior (eees) para lograr la convergencia y la comparabilidad en los sistemas educativos requieren introducir modificaciones en el proceso de aprendizaje tradicional. En este estudio se analiza cómo introducir esos cambios en la asignatura básica de Fundamentos de gestión empresarial, la cual se imparte en las facultades de Ciencias Económicas y Empresariales, aplicado al caso de la Universidad San Pablo-ceu. Para esto, se propone la creación de entornos colaborativos de aprendizaje (collaborative learning environment-cle), con la utilización para su desarrollo del aprendizaje colaborativo basado en problemas, mediante el uso de redes sociales a través de dispositivos móviles distintos (m-learning), y con la realización de feedback a fin de mejorar el aprendizaje entre los propios estudiantes y con el profesor a través de tutorías, bien sean presenciales o bien virtuales. Se trata de crear un entorno que incluya todos aquellos recursos que ayudan al alumno a buscar y organizar información y conocimiento. Estos recursos, que se pueden compartir con grupos de trabajo, en nuestro caso serán fundamentalmente redes sociales, dispositivos móviles y la plataforma virtual de la universidad a través de la cuál puede gestionarse y llevarse a cabo el proceso de formación. El curso funciona en dicha plataforma como un entorno exclusivo que contiene, entre otros medios, un sistema de mensajería interna y otro de foros, diseñados con el propósito de llevar a cabo tutorías individuales y colectivas.


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