严肃游戏和体验式学习:工程教育的选择

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Serious Games Pub Date : 2023-09-04 DOI:10.17083/ijsg.v10i3.593
Ernesto Pacheco Velazquez, M. Ramírez-Montoya, David Salinas-Navarro
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引用次数: 0

摘要

本研究探讨了模拟游戏作为物流教育学习工具的使用,重点是物流模拟器和生产游戏模拟器。通过对这两个案例的分析,发现了相关的发现。首先,模拟游戏可以重现具体的经历,让学生以实际的方式参与具有挑战性的问题。此外,模拟游戏提供了一个实验平台,让学生在一个安全的环境中磨练他们的决策能力。此外,学生表现出的动机和参与程度与他们通过模拟器获得的经验呈正相关。然而,虽然从模拟器中获得的结果与学生的动机和参与有关,但该研究并没有在学生的学习成果方面得出确凿的证据。研究结果强调了采用提高学生动机和支持深度学习的策略的重要性,从而使学生能够将知识应用和转移到新环境中。值得注意的是,模拟游戏在物流教育中具有巨大的潜力,因为它们有助于更快、更愉快地理解关键决策因素。然而,本研究的局限性包括两种情况下的小样本量,这限制了概括性,并且在基线调查中缺乏对社会人口因素的考虑。未来的研究应该解决这些限制,以获得更可靠的关于学生在基于游戏和体验式学习环境中的具体需求的发现。
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Serious Games and Experiential Learning: Options for Engineering Education
This research delves into the use of simulation games as a learning tool in logistics education, with a focus on the Logistics Simulator and Production Game Simulator. Through an analysis of these two cases, relevant findings were uncovered. Firstly, simulation games can recreate concrete experiences, allowing students to engage with challenging problems in a practical manner. In addition, simulation games offer a platform for experimentation with diverse scenarios, enabling students to hone their decision-making skills in a safe environment. Furthermore, the degree of motivation and engagement exhibited by students was found to be positively correlated with their experience gained through simulators. However, while the results obtained from the simulator were associated with student motivation and engagement, the study did not yield conclusive evidence in terms of student learning outcomes. The findings underscore the significance of employing strategies that enhance student motivation and support deep learning, thereby enabling students to apply and transfer knowledge to new situations. Notably, simulation games have great potential in logistics education as they facilitate faster and more enjoyable comprehension of key decision-making factors. Nevertheless, limitations of this study include the small sample size in both cases, which restricts generalizability, and the lack of consideration for sociodemographic factors in the baseline survey. Future research should address these limitations for more reliable findings on the specific needs of students in game-based and experiential learning contexts.
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
期刊最新文献
Evaluation of an industrial case of gamification in software quality improvement ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder Predictors of Flow Experience and Knowledge Acquisition in a STEM Game Serious Games and Experiential Learning: Options for Engineering Education Editorial, Vol. 10, No. 3
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