{"title":"在创新教育中运用Rpg卡片进行人员微观管理的建议","authors":"Emmanuel Carvalho, Ayrton Eusebio, Guilherme Ranoya, Cristiano C. Araújo, Geber Ramalho","doi":"10.1109/EDUCON52537.2022.9766495","DOIUrl":null,"url":null,"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.","PeriodicalId":416694,"journal":{"name":"2022 IEEE Global Engineering Education Conference (EDUCON)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Proposal For Micromanagement Of People Through Rpg Cards In Education For Innovation\",\"authors\":\"Emmanuel Carvalho, Ayrton Eusebio, Guilherme Ranoya, Cristiano C. Araújo, Geber Ramalho\",\"doi\":\"10.1109/EDUCON52537.2022.9766495\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":416694,\"journal\":{\"name\":\"2022 IEEE Global Engineering Education Conference (EDUCON)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-03-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE Global Engineering Education Conference (EDUCON)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/EDUCON52537.2022.9766495\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Global Engineering Education Conference (EDUCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EDUCON52537.2022.9766495","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Proposal For Micromanagement Of People Through Rpg Cards In Education For Innovation
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.