scholarly journals Applications of Educational Serious Games for Information Technology Related Subjects in Higher Education

2013 ◽  
Vol 3 (3) ◽  
pp. 196 ◽  
Author(s):  
Afrooz Purarjomaldlangrudi ◽  
Amir Hossein Ghapanchi
2021 ◽  
Vol 9 (12) ◽  
pp. 661-668
Author(s):  
Pedro Brandao ◽  
Sandra Gama

With the ubiquity of technology, we have nowadays, many processes have taken advantage of information technology mechanisms to leverage their outcomes. Education is not an exception. In fact, technology has been playing an increasingly important part in learning experiences. For instance, game elements have been effectively used in educational settings, with very promising results. Hence, we propose a framework for applying game elements in a serious game to be used in higher education settings. It comprises a set of game mechanisms and leverages the importance of a coherent narrative and collaboration. We have deployed this framework in an instance of an engineering course as proof of concept, with promising results. Extensive empirical testing will be conducted, with advanced statistical analysis, to validate our framework. It will then be a tool to be used by educators to enhance learning processes.


2017 ◽  
Vol 1 (6) ◽  
Author(s):  
Karina Virginia Mero Suárez ◽  
Edwin Joao Merchán Carreño ◽  
Ana Del Rocío Fernández Torres ◽  
Narcisa María Crespo Torres

El artículo aborda la necesidad de la creatividad que se impone en la era actual del conocimiento y la importancia que  constituyen las tecnologías como herramientas indispensables en todas las esferas de la vida. En Trabajo toma como campo investigativo los cambios que se llevan a cabo en esta esfera en la Universidad Estatal del Sur de Manabí y la Universidad Técnica de Babahoyo, Ecuador, donde se toman como objeto el proceso de enseñanza aprendizaje en la Educación Superior. El objetivo de la investigación fue comunicar el impacto de las Tecnologías de la Información y las Comunicaciones en las Universidades, donde se hace énfasis en el nuevo rol de los docentes y su nuevo desempeño de facilitadores del aprendizaje en los educandos a través en los nuevos escenarios mediados por las tecnologías. Para el desarrollo exitoso de esta memoria investigativa se   usó como metodología instrumentos que se basaron fundamentalmente en documentos referativos que ayudaron a justificar el problema de investigación, el cual consistía fundamentalmente en el impacto de las nuevos  dispositivos tecnológicos y su utilidad en los centros de altos estudios del país. Se concluyó que las Tecnologías de la Información y Comunicación son herramientas indispensables en la docencia y al mismo tiempo la forma de intervenir en el diseño educativo que nos llevan a explorar nuevos métodos docentes en los escenarios educativos mediados por estas. Se constató además que estas herramientas favorecen satisfactoriamente al proceso si se tiene una buena preparación por parte del docente.   Palabras clave: Herramientas tecnológicas, universidades, formación, docencia universitaria, proceso de enseñanza – aprendizaje Impact of information technology and communications: a look at higher education  Abstract The article states the need of the creativity that prevails in the current era of knowledge and the importance that technologies constitute in all spheres of life. In field research work it takes as changes take place in this area in Southern State University of Manabí and the Technical University of Babahoyo, Ecuador, where they are taken as an object the process of learning in higher education. The aim of the research was to communicate the impact of Information Technology and Communications in the universities, where the emphasis is on the new role of teachers and their new performance of facilitators of learning in students through the new scenarios mediated by technologies. For the successful development of this research report it was used as a methodology instruments based mainly on referative documents that helped to justify the research problem, which consisted mainly of the impact of new technological devices and their use in the centers of higher learning in the country. It was concluded that information technology and communication are indispensable tools in teaching and at the same time how to intervene in the educational design that lead us to explore new teaching methods in educational settings mediated by these. It was further found that these tools successfully promote the process if there is a good preparation by the teacher.


Energies ◽  
2021 ◽  
Vol 14 (4) ◽  
pp. 1138
Author(s):  
Rocio de la Torre ◽  
Bhakti S. Onggo ◽  
Canan G. Corlu ◽  
Maria Nogal ◽  
Angel A. Juan

The prevailing need for a more sustainable management of natural resources depends not only on the decisions made by governments and the will of the population, but also on the knowledge of the role of energy in our society and the relevance of preserving natural resources. In this sense, critical work is being done to instill key concepts—such as the circular economy and sustainable energy—in higher education institutions. In this way, it is expected that future professionals and managers will be aware of the importance of energy optimization, and will learn a series of computational methods that can support the decision-making process. In the context of higher education, this paper reviews the main trends and challenges related to the concepts of circular economy and sustainable energy. Besides, we analyze the role of simulation and serious games as a learning tool for the aforementioned concepts. Finally, the paper provides insights and discusses open research opportunities regarding the use of these computational tools to incorporate circular economy concepts in higher education degrees. Our findings show that, while efforts are being made to include these concepts in current programs, there is still much work to be done, especially from the point of view of university management. In addition, the analysis of the teaching methodologies analyzed shows that, although their implementation has been successful in favoring the active learning of students, their use (especially that of serious games) is not yet widespread.


2013 ◽  
Vol 3 (1) ◽  
pp. 18-33 ◽  
Author(s):  
John A. Denholm ◽  
Aristidis Protopsaltis ◽  
Sara de Freitas

This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product design to project management. The games might be classified as Team-Based Mixed-Reality (TBMR) games. The games were conducted over the period October 2010 to May 2011and the questionnaires conducted during June 2011. The results, from a sample size of 80 of largely international students, indicated a clear ranking of emotions experienced when participating in the games with “Exciting” outweighing “Apprehensive”, “Bored” and Indifferent”. The majority of students indicated that both “their team winning” and “showing their personal competence” were important to them. However 70% said that working in teams was valuable in itself implying that team-working was a strong element in the conclusion that the games were of value. For all four games, over 60% said that conflict was valuable and over 75% said participating improved their “working in teams” skills. The value of feedback was rated highly, as was improved motivation. Over 60% said that the participation in the games was more useful than lectures on the same topic.


2014 ◽  
Vol 484-485 ◽  
pp. 239-241
Author(s):  
Shao Lin Wang

Higher education and traditional forms of teaching and management system are difficult to adapt to the individualized requirements and the cultivation of personalized talents. higher education information technology is a new trend in the world, and it plays an important role in promoting universities personalized education and innovation, training personnel, improving the integrated use of the excellent teaching resources, deepening teaching management reform and improving the teaching management level, enhancing teaching quality of advanced manufacturing engineering. Colleges and universities should attach great importance to the building and information on the quality of the teaching environment of information technology and promote information technology in education for major of manufacturing engineering.


2014 ◽  
Vol 26 (3) ◽  
pp. 235-252 ◽  
Author(s):  
Caroline Bayart ◽  
Sandra Bertezene ◽  
David Vallat ◽  
Jacques Martin

Purpose – The purpose of this paper is to investigate if the use of “serious games” with students can improve their knowledge acquisition and their academic performance. Design/methodology/approach – The research is an exploratory investigation resorting to the use of a serious game to evaluate the evolution of the students’ competencies in project management, through questionnaires processed using a structural “learning model.” Findings – This research shows indeed that the use of “serious games” improves the knowledge acquisition and management competencies of the students with the evidencing of significant factors contributing to this improvement. Practical implications – The findings of this research show that serious games can be an effective tool to be used in teaching students particularly as traditional methods are less and less accepted by today's students. Originality/value – Although the use of games is not something new in education, it is still limited in teaching practices in higher education. This experiment can help lecturers and trainers to resort to them in their pedagogy and to conceive them according to variables that can enhance their effectiveness.


Author(s):  
A. N. Poletaykin ◽  
S. G. Sinitsa ◽  
L. F. Danilova ◽  
Y. V. Shevtsova ◽  
N. A. Dvurechenskaya

The article explores the task of making higher education more profession-oriented. In this context, we consider the technology of structuring and matching professional activities and content of professional education curricula with the help of ontology. This technology employs intelligent analysis of labor market and educational content matching with the aim to organize educational programs and verify professional competences based on their ontological properties. The article also considers development of a professional training cognitive map that can help design the student’s personalized educational trajectory factoring in the given parameters.


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