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DIGITAL VERSUS MANUAL. TWO SIDES OF THE SAME COIN

机译:数字与手册。同一枚硬币的两面

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The research question responds to the call for education to be effective, progressive but also serve the community. We implemented BDS, a non-digital board game simulation to determine if the participants perceived the same game features as favourably compared to a digital game-based simulation. It is of importance to determine if a manual game can create an effective learning environment, motivate participants and hold their attention. From the data gathered, we made some tentative generalisations. It appeared evident that the board game simulation is valuable in creating a better understanding of how a start-up operates and grows. All three groups agreed that the game features presented were adequate and all felt that the game was challenging, the tasks were clearly defined, they received feedback on their performance, gained insight in a "real start-up" and it provided the opportunity to collaborate. It is interesting to see that the post-graduate group, with more experience than the other two groups, strongly agreed that the game provided them insight into a real start-up. Furthermore, the perceived opportunity for collaboration with others and the interaction around the table were high in all groups, but the highest in the third-year group.
机译:研究问题响应教育的呼吁是有效的,渐进的,而且还为社区服务。我们实施了BDS,一个非数字板游戏模拟,以确定参与者是否与基于数字游戏的模拟相比相同的游戏特征。确定手动游戏是否可以创建有效的学习环境,激励参与者并引起他们的注意,这是重要的。从收集的数据来看,我们做了一些暂定的概括。显而易见的是,棋盘游戏模拟对于更好地了解初创操作和成长的更好地了解了重要性。所有三个组都同意提供的游戏特征是充足的,所有人都认为游戏有挑战性,这些任务明确定义,他们收到了对他们的表现的反馈,获得了“真正的初创”的洞察力,它为合作有机会进行了合作。毕业生小组有趣的是,具有比其他两组的经验更多的经验,强烈同意游戏为他们提供了真正的初创公司的洞察力。此外,所有群体中,与他人合作的感知机会和桌子周围的相互作用高,但第三年集团中最高。

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