2015
DOI: 10.1007/978-3-319-24258-3
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Design for Teaching and Learning in a Networked World

Abstract: Abstract. This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly describes the design of an educational board game for the field of disruption handling in logistics processes. Secondly, it describes how the board game can be… Show more

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Cited by 26 publications
(2 citation statements)
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“…Under the term "gamification" are strategies and methodologies outlined in scientific literature that encompass the approaches and possibilities of applying different types of games to teaching-learning (TL) processes [1][2][3]. With the use of tests, game rules, temporal limitations, punctuation and many other elements of the game, teachers transform their classrooms into playful environments to stimulate the motivation, action and positive feedback of students [4][5][6][7][8].…”
Section: Introductionmentioning
confidence: 99%
“…Under the term "gamification" are strategies and methodologies outlined in scientific literature that encompass the approaches and possibilities of applying different types of games to teaching-learning (TL) processes [1][2][3]. With the use of tests, game rules, temporal limitations, punctuation and many other elements of the game, teachers transform their classrooms into playful environments to stimulate the motivation, action and positive feedback of students [4][5][6][7][8].…”
Section: Introductionmentioning
confidence: 99%
“…A su vez, el dominio de conceptos computacionales está estrechamente relacionada con el dominio del pensamiento y el lenguaje matemáticos (Calao, Moreno-León, Correa, & Robles, 2015). Según la definición propuesta por Brennan & Resnick (2012), algunos de estos conceptos computacionales asociados a la programación son la idea de variable (valores, incrementos, ejes de coordenadas, ritmos), los condicionales que se expresan mediante operadores matemáticos (de condición, de orden, lógicos y aritméticos), y los algoritmos matemáticos que se expresan mediante la secuenciación de pasos.…”
Section: Para Contribuir Al Desarrollo Del Pensamiento Computacional unclassified