Serious games in management to support the active construction of knowledge in engineering studies

Amira Kamel Inoubli, Dhouha Melliti Ben Khedher
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Abstract

University education has always sought to be in tune with generational and employability characteristics. Indeed, in recent years, the learner, overwhelmed by technological change, has continued to show quite different concerns and relationships to education. They find it difficult to stay focused and receptive for hours on end, especially when knowledge is conveyed in a frontal and purely theoretical manner.To address these issues, we have opted for an active pedagogy approach through “gamification” specifically in the teaching of management to engineering students.This paper seeks to describe the adoption of “Memoboost Game” and “World Cafe Stategy”, serious games for engineering courses in Computer Science, Electromechanics and Civil Engineering at ESPRIT (High school of Engineering and Technology).The aim of these games is to help engineering students to understand the analysis of the business environment and its strategic orientations in order to better understand their professional careers. Based on a peer-learning approach, these games have led to the analytical aspect of the learners towards a better collective construction of knowledge.They were successfully used in the framework of a business environment course aimed, as already mentioned, at a population of engineering students with no prerequisites in the field of management. This experimentation showed that the learning process was accelerated.This article presents the process of these games, the experimentation that was carried out and the results achieved.
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严肃的管理游戏,支持工程研究知识的积极建构
大学教育一直寻求与代际和就业特征保持一致。的确,近年来,学习者在技术变革的冲击下,继续对教育表现出完全不同的关注和关系。他们发现很难连续几个小时保持专注和接受,特别是当知识以正面和纯理论的方式传达时。为了解决这些问题,我们选择了一种积极的教学方法,通过“游戏化”,特别是在对工程专业学生的管理教学中。本文试图描述“Memoboost Game”和“World Cafe strategy”的采用,这是ESPRIT(工程技术高中)计算机科学,机电和土木工程工程课程的严肃游戏。这些游戏的目的是帮助工科学生理解商业环境的分析及其战略方向,以便更好地了解他们的职业生涯。基于同侪学习的方法,这些游戏使学习者的分析能力朝着更好的知识集体建构的方向发展。它们被成功地用于商业环境课程的框架中,如前所述,该课程的目标是一群没有管理领域先决条件的工程专业学生。这个实验表明,学习过程加快了。本文介绍了这些游戏的制作过程,所进行的实验和取得的结果。
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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