2017
DOI: 10.21125/iceri.2017.0517
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Forming Multidisciplinary Master’s Degree Student Teams by Means of Gamification Case: The Welive Design Game

Abstract: New innovations arise as a result of dialogue between multidisciplinary design team and end users. Interaction among designers and users, where the most collaborative and descriptive methods and tools are used to achieve common understanding, can be regarded as an essential part of a highquality design process. The service design approach has been widely disseminated and rapidly adapted among designers, because the service design methods and tools have proven to be very powerful in bringing users and the servi… Show more

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Cited by 6 publications
(4 citation statements)
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“…These methods are based on the use of activities designed to reveal behaviors and skills of the students through practical exercises and interactions with others. During the execution of these activities an observer, usually the same teacher(s) administering the activity, observes the participants to attempt to recognize the desired criterion (Potosky & Duck 2007; Luojus et al 2017). Such methods are among the most utilized in project-based/challenge-based engineering and design education and are the subject of this paper.…”
Section: Team Formation Background and Approachesmentioning
confidence: 99%
“…These methods are based on the use of activities designed to reveal behaviors and skills of the students through practical exercises and interactions with others. During the execution of these activities an observer, usually the same teacher(s) administering the activity, observes the participants to attempt to recognize the desired criterion (Potosky & Duck 2007; Luojus et al 2017). Such methods are among the most utilized in project-based/challenge-based engineering and design education and are the subject of this paper.…”
Section: Team Formation Background and Approachesmentioning
confidence: 99%
“…These methods are based on the use of activities designed to reveal behaviours and skills of the students thought practical exercises and interactions with others. During the execution of these activities a teacher observes the participates to attempt to recognize the desired criteria [e.g., 4,9]. Such methods are among the most utilized in project-based/challenge-based engineering and design education, and the subject of this paper.…”
Section: Approaches To Team Formationmentioning
confidence: 99%
“…Another aim for this study was to evaluate the RuffProto game´s usefulness as an educational tool in general, as familiarizing higher education students with new complex concepts requires creative and effective pedagogical methods and tools [7].…”
Section: Introductionmentioning
confidence: 99%