A Proposal For Micromanagement Of People Through Rpg Cards In Education For Innovation

Emmanuel Carvalho, Ayrton Eusebio, Guilherme Ranoya, Cristiano C. Araújo, Geber Ramalho
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Abstract

Education for innovation initiatives often adopt Project-Based Learning approaches, where students are grouped into teams with the goal of creating an innovative product prototype. Working on teams, especially interdisciplinary ones, involves challenges related to collaboration and motivation [1]. It is well known that gamification is a successful tool for engaging students in learning activities [2]. Thus, in this paper, we propose a cardgame focused on education for innovation, exploring the similarities between the students’ teams with the roles of an RPG (Role Playing Game). To design our game proposal, we conducted a netnographic [3] and semi-structured qualitative research [4]. After implementing the game, we evaluated it in “Projetão,” a well-consolidated course on education for innovation. The results were encouraging.
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在创新教育中运用Rpg卡片进行人员微观管理的建议
创新教育通常采用基于项目的学习方法,学生被分成小组,目标是创造一个创新的产品原型。在团队中工作,特别是在跨学科的团队中,涉及到与协作和动机相关的挑战[1]。众所周知,游戏化是吸引学生参与学习活动的成功工具[2]。因此,在本文中,我们提出了一种专注于创新教育的纸牌游戏,探索学生团队与RPG(角色扮演游戏)角色之间的相似之处。为了设计我们的游戏提案,我们进行了网络研究[3]和半结构化定性研究[4]。在执行游戏后,我们在“project o”中对其进行了评估,这是一门关于创新教育的课程。结果令人鼓舞。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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