Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.

Saved in:
Bibliographic Details
Title: Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.
Authors: Hauge, Jannicke Baalsrud1 baa@biba.uni‐bremen.de, Bellotti, Francesco2 franz@elios.unige.it, Nadolski, Rob3 rob.nadolski@ou.nl, Kickmeier‐Rust, Michael4 michael.kickmeier‐rust@tugraz.at, Berta, Riccardo2 berta@elios.unige.it, Carvalho, Maira2 Maira.Carvalho@elios.unige.it
Source: Proceedings of the European Conference on Games Based Learning. 2021, p225-234. 10p.
Subject Terms: *Higher education, *COVID-19 pandemic, *Educational games, *Business education, *Curriculum
Abstract: The deployment rate of serious games (SGs) in higher education (HE) and their proper insertion in meaningful curricula isstill quite low. There is a lack of papers in literature describing deployment of SGs for HE in detail, critically showing educational benefits, and providing guidelines and best practices on their use. With the present work, we intend to make a first step in this direction, by reporting our experience in using state of the art managerial SGs in MSc Engineering/business courses in four different European universities. In order to describe and analyse the educational characteristics and effectiveness of each game, we propose to use two models that we have straightforwardly extracted from two major pedagogical paradigms: the Bloom’s revised cognitive learning goals taxonomy and the Kolb’s experiential learning cycle. Based on our experience in developing the SG‐based courses, we also propose a set of lessons and practices that we believe could be of interest to incentivize and better support deployment of SGs in HE courses. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
FullText Links:
  – Type: pdflink
Text:
  Availability: 0
Header DbId: ehh
DbLabel: Education Research Complete
An: 154183178
AccessLevel: 6
PubType: Conference
PubTypeId: conference
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Hauge%2C+Jannicke+Baalsrud%22">Hauge, Jannicke Baalsrud</searchLink><relatesTo>1</relatesTo><i> baa@biba.uni‐bremen.de</i><br /><searchLink fieldCode="AR" term="%22Bellotti%2C+Francesco%22">Bellotti, Francesco</searchLink><relatesTo>2</relatesTo><i> franz@elios.unige.it</i><br /><searchLink fieldCode="AR" term="%22Nadolski%2C+Rob%22">Nadolski, Rob</searchLink><relatesTo>3</relatesTo><i> rob.nadolski@ou.nl</i><br /><searchLink fieldCode="AR" term="%22Kickmeier‐Rust%2C+Michael%22">Kickmeier‐Rust, Michael</searchLink><relatesTo>4</relatesTo><i> michael.kickmeier‐rust@tugraz.at</i><br /><searchLink fieldCode="AR" term="%22Berta%2C+Riccardo%22">Berta, Riccardo</searchLink><relatesTo>2</relatesTo><i> berta@elios.unige.it</i><br /><searchLink fieldCode="AR" term="%22Carvalho%2C+Maira%22">Carvalho, Maira</searchLink><relatesTo>2</relatesTo><i> Maira.Carvalho@elios.unige.it</i>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2021, p225-234. 10p.
– Name: Subject
  Label: Subject Terms
  Group: Su
  Data: *<searchLink fieldCode="DE" term="%22Higher+education%22">Higher education</searchLink><br />*<searchLink fieldCode="DE" term="%22COVID-19+pandemic%22">COVID-19 pandemic</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Business+education%22">Business education</searchLink><br />*<searchLink fieldCode="DE" term="%22Curriculum%22">Curriculum</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: The deployment rate of serious games (SGs) in higher education (HE) and their proper insertion in meaningful curricula isstill quite low. There is a lack of papers in literature describing deployment of SGs for HE in detail, critically showing educational benefits, and providing guidelines and best practices on their use. With the present work, we intend to make a first step in this direction, by reporting our experience in using state of the art managerial SGs in MSc Engineering/business courses in four different European universities. In order to describe and analyse the educational characteristics and effectiveness of each game, we propose to use two models that we have straightforwardly extracted from two major pedagogical paradigms: the Bloom’s revised cognitive learning goals taxonomy and the Kolb’s experiential learning cycle. Based on our experience in developing the SG‐based courses, we also propose a set of lessons and practices that we believe could be of interest to incentivize and better support deployment of SGs in HE courses. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=154183178
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 10
        StartPage: 225
    Subjects:
      – SubjectFull: Higher education
        Type: general
      – SubjectFull: COVID-19 pandemic
        Type: general
      – SubjectFull: Educational games
        Type: general
      – SubjectFull: Business education
        Type: general
      – SubjectFull: Curriculum
        Type: general
    Titles:
      – TitleFull: Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Hauge, Jannicke Baalsrud
      – PersonEntity:
          Name:
            NameFull: Bellotti, Francesco
      – PersonEntity:
          Name:
            NameFull: Nadolski, Rob
      – PersonEntity:
          Name:
            NameFull: Kickmeier‐Rust, Michael
      – PersonEntity:
          Name:
            NameFull: Berta, Riccardo
      – PersonEntity:
          Name:
            NameFull: Carvalho, Maira
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Text: 2021
              Type: published
              Y: 2021
          Identifiers:
            – Type: issn-print
              Value: 20490992
          Titles:
            – TitleFull: Proceedings of the European Conference on Games Based Learning
              Type: main
ResultId 1