2014
DOI: 10.14742/ajet.754
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Developing self-management and teamwork using digital games in 3D simulations

Abstract: Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this study we describe how transferable skills such as self-management and teamwork have been developed by 70 Spanish students of Education and Marketing. The learning ex… Show more

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Cited by 15 publications
(16 citation statements)
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References 24 publications
(21 reference statements)
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“…However, recent research also suggests that the influence of these variables is still unclear and that other variables should complement the technology acceptance model (TAM) (Davis, 1989), especially when different motivations to use the technology emerge (All, Nuñez Castellar, & Van Looy, 2015;Bourgonjon, Valcke, Soetaert, & Schellens, 2010). First, for example, studies point out that the effectiveness of digital game-based learning should be evaluated by assessing the degree to which students have an enjoyable experience (Boyle et al, 2016;Cela-Ranilla, Esteve-Mon, Esteve-González, & Gisbert-Cervera, 2014;Filippou, Cheong, and Cheong, 2018). This is especially significant in the context of simulation games, where students may perceive the activity as enjoyable in its own right, apart from the implicit learning purpose inherent in educational games.…”
Section: Introductionmentioning
confidence: 99%
“…However, recent research also suggests that the influence of these variables is still unclear and that other variables should complement the technology acceptance model (TAM) (Davis, 1989), especially when different motivations to use the technology emerge (All, Nuñez Castellar, & Van Looy, 2015;Bourgonjon, Valcke, Soetaert, & Schellens, 2010). First, for example, studies point out that the effectiveness of digital game-based learning should be evaluated by assessing the degree to which students have an enjoyable experience (Boyle et al, 2016;Cela-Ranilla, Esteve-Mon, Esteve-González, & Gisbert-Cervera, 2014;Filippou, Cheong, and Cheong, 2018). This is especially significant in the context of simulation games, where students may perceive the activity as enjoyable in its own right, apart from the implicit learning purpose inherent in educational games.…”
Section: Introductionmentioning
confidence: 99%
“…El gran potencial de los juegos digitales o videojuegos radica en que sus atributos pueden integrarse en un proceso que se orienta hacia el aprendizaje. Los atributos (Cela et al, 2014), se traducen en determinadas posibilidades educativas de los mundos virtuales, que surgen de las teorías del aprendizaje relacionadas con el constructivismo, como la colaboración y compromiso activo, la construcción del conocimiento, la flexibilidad, la motivación, la competencia, la inmersión y la interacción con el medio ambiente. En palabras de Ibáñez et al (2011), "los mundos virtuales abren la puerta a una nueva forma de aprender" (p. 8).…”
Section: Antecedentes Y Fundamentación Teóricaunclassified
“…Huang and Gui (2015) described that developing an application using a 3D environment has a huge economic benefit. It enabled students to put their knowledge into practice in an integrated way such as acquiring transferable competencies, providing new and engaging learning opportunities, and a way to practice safe real-life professional situations (Cela-Ranilla et al, 2014). Such applications also allow asynchronous learning of laboratory experiments at their own home (Salman & Hussein, 2016) and at the same time apply existing theories, explore, and make their own decisions (Koivisto et al, 2017) without being exposed to hazards (Zhu, 2017).…”
Section: Literature Reviewmentioning
confidence: 99%