15,649 research outputs found

    Do business games foster skills? A cross-cultural study from learners’ views

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    Purpose: This study seeks to analyse students’ perception of the effectiveness of business games as an e-learning method in management training. This analysis of games’ effectiveness is centred in the generic and managerial skills acquired, through the comparison of students’ opinions in different cultural contexts within Europe. Design/methodology: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany. Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found between students in different cultural contexts and education systems in the case of certain specific managerial skills. Practical implications: This finding suggests that the students’ perception of how a business game helps them acquire specific managerial skills is influenced by cultural aspects and previous exposure to experiential learning, which determine that the teachers’ role and the teaching process should be adapted to the students’ learning model. Originality/value: With this study, a better knowledge about the students’ perception of this e-learning method is obtained, not just considering a specific educational environment, but comparing opinions of students from different cultural contexts, which adds value to the analyses developed.Peer Reviewe

    Student interactions in online discussion forums: their perception on learning with business simulation games

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    Digital technology offers new teaching methods with controversial results over learning. They allow students to develop a more active participation in their learning process although it does not always drive to unequivocal better learning outcomes. This study aims to offer additional evidence on the contribution of business simulation games to students' learning outcomes, considering student interactions in online discussion forums. We conducted a qualitative research with the online discussion forums of 5 different courses at bachelor and master levels, which involves 41 students' teams. The final sample was composed of 3681 messages posted by the students. The results reveal that some generic and specific managerial skills exert a positive influence on learning outcomes. Students mostly highlighted teamwork, decision-making, information processing, reaching agreements, and dealing with uncertainty as the most relevant contributions of the game towards their learning. These results have instructional and pedagogical implications for determining the best way to enhance students' motivation and learning outcomes when using digital technology methods, which involves recommendations that affect their design and monitoring

    Company-university collaboration in applying gamification to learning about insurance

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    Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Digital learning resources and ubiquitous technologies in education

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    This research explores the educators' attitudes and perceptions about their utilisation of digital learning technologies. The methodology integrates measures from ‘the pace of technological innovativeness’ and the ‘technology acceptance model’ to understand the rationale for further ICT investment in compulsory education. A quantitative study was carried out amongst two hundred forty-one educators in Malta. It has investigated the costs and benefits of using digital learning resources in schools from the educator’s perspective. Principal component analysis has indicated that the educators were committed to using digital technologies. In addition, a step-wise regression analysis has shown that the younger teachers were increasingly engaging in digital learning resources. Following this study’s empirical findings educational stakeholders are better informed about how innovative technologies can support our students. In conclusion, this paper puts forward key implications and recommendations for regulatory authorities and policy makers for better curricula and educational outcomes.peer-reviewe

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    University of applied sciences students’ perceptions on engagement and spoken interaction in blended learning language studies

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    The aim of this doctoral dissertation is to gain a deeper understanding on the aspects that contribute to higher education students’ social and academic engagement when language studies are implemented with the blended learning approach. Another aim is to discover the elements to enhance spoken interaction in the foreign language in blended learning language courses. Based on the results of sub-studies I-III, I argue that students’ academic and social engagement are intertwined, alternating, and nurturing one another during the learning process. Similarly, teacher engagement and student engagement are reciprocal phenomena nourishing one another and depending on each other. In addition, I argue that university of applied sciences students’ foreign language spoken interaction can be activated and enhanced in blended learning courses given the learning material, learning activities and digital tools are meaningful, relevant, timely and aligned with the learning objectives. This dissertation comprises three original studies; they focus on one language course each in the context of universities of applied sciences. Each sub-study experiments various opportunities that digital technology provides for language learning: social networking sites, gamification, telecollaboration and multimodality. Regardless of the course design all courses are based on the ecological language learning approach and the notion of engagement. In addition, authentic learning and students’ collaboration are in the focus; the target is that the students are producers rather than consumers of digital media and they act as active learners within authentic learning activities. All three courses were implemented with the blended learning approach. Sub-study I investigated first-year health care students’ (n=23) perspectives on a gamified professional English course regarding particularly engagement, enjoyability and language learning. The course was a three-credit, field-specific English course which duration was 10 weeks, including five face-to-face sessions. The course aimed to prepare students for communicating in multi-professional and intercultural situations within the health care sector. The course implementation was based on gamification with a background storyline. The students' reflective learning diaries and a post-course questionnaire formed the data which were analysed via content analysis method. The results indicate that gamification and appropriate digital applications augmented student engagement, enhanced language learning, and provided enjoyable learning experiences for the students. Further, students’ collaboration and a tolerant stress-free course atmosphere had a positive impact on learning and engagement according to the students’ self-reflections. Sub-study II explored the opportunities a telecollaboration project provided for online collaboration, language learning and student engagement. The participants were 26 higher education German language students, 12 in Finland and 14 in New Zealand. The students used a closed Facebook group for posting on given topics. The required five posts combined videos, photos, audio, and text. The duration of the project was six weeks, and it formed a part of the German course in both countries. The course design was informed by social networking sites in language learning and telecollaboration. A mixed method approach was used to collect quantitative and qualitative data. The qualitative data were analysed by content analysis method, and they included pre- and post-project questionnaires, interviews, and Facebook-logs. The results suggest that the students regarded Facebook as an appropriate tool for community building. In addition, collaboration, the use of communication tools, authenticity, enjoyment, and teachers’ support fostered student engagement and had a positive impact on students’ language learning and intercultural competence. Sub-study III discovered the impact multimodality and regular in-pairs conducted video calls had to spoken interaction in the target language and to student engagement. The research was conducted, and the data were collected in a 5-credit Business English course for 1st-year business administration students (n= 22) in a university of applied sciences. The course was divided into 16 weeks and 8 topics; during the course there were 5 face-to-face sessions. The students deployed various digital tools and particular attention was given to spoken interaction; hence the students were instructed to complete spoken discussions using an online video call system once a week according to the week’s topic using English in authentic, business-related situations. The data included students’ learning diaries and a post-course online questionnaire mapping students' perception. The data were analysed according to the content analysis method. The findings indicate that students’ academic and social engagement were fostered by course design with authentic assignments and study material as well as students’ activity and collaboration with peers. Further, collaboration, students’ own activities and digital technology contributed the most to spoken interaction. To conclude, the three sub-studies reflect universities of applied sciences students’ perception on the aspects that enhance engagement in digital learning environments and the methods to activate their spoken interaction in the foreign language. On the bases of the sub-studies, it became apparent that teacher role is paramount prior, during and after the course. Besides timely knowledge on digital tools, teachers need to master the traditional teacher competences such as subject content, pedagogy, guidance, facilitating and interaction. In addition, students’ own activities contribute immensely on their engagement and learning. Regarding spoken interaction, the data indicate that with relevant peer and teacher support and regular interaction students’ self-compassion and error-tolerance in terms of their own competences grow which leads to enjoying the regular spoken activities in the target language, and finally contributes positively to spoken interaction. Similarly, students’ self-reflection ability increases which enables targeted rehearsal of the language skill which in turn activates and enhances spoken interaction. Digitalisation offers myriad opportunities for individual and flexible learning paths regardless of time and place but does not decrease students’ nor teachers’ role. On contrary, students need to be active learners and teachers need wider range of competences in creating optimal learning experiences for their students. ________________________________________ Keywords: student engagement, blended learning, multimodality, social networking sites in learning, telecollaboration, spoken interaction, English for specific purposes, German as a foreign language, higher educationVäitöstutkimukseni tavoitteena oli selvittää, mitkä seikat ammattikorkeakouluopiskelijoiden mielestä tehostavat heidän akateemista ja sosiaalista kiinnittymistään kieliopintoihin, sekä edistävät suullisen vuorovaikutuksen harjoittelemista monimuoto-opinnoissa. Väitöskirjani osatutkimusten tuloksiin perustuen väitän, että akateeminen ja sosiaalinen kiinnittyminen kietoutuvat toisiinsa, vuorottelevat ja kasvattavat toisiaan oppimisprosessin aikana. Samoin opettajien ja oppilaiden kiinnittyminen on vastavuoroista, jolloin ne ovat riippuvaisia toisistaan ja ruokkivat molemminpuolisesti toisiaan. Lisäksi väitän, että ammattikorkeakouluopiskelijoiden vieraan kielen suullinen vuorovaikutus aktivoituu ja vahvistuu monimuoto-opinnoissa edellyttäen, että oppimisaktiviteetit ja –materiaalit ovat kiinnostavia, alakohtaisia ja linjassa oppimistavoitteiden kanssa. Lisäksi digitaalisten sovellusten täytyy olla relevantteja, ajanmukaisia ja sopivia kyseisiin tehtäviin. Tämä väitöstutkimus koostuu kolmesta osatutkimuksesta; jokainen niistä kohdistuu yhteen kieli- ja viestintäopintojaksoon ammattikorkeakoulussa. Osatutkimukset tutkivat digitaalisen teknologian tarjoamia mahdollisuuksia kieltenopetukselle kuten pelillistäminen, sosiaalinen media opetuksessa, etäyhteistyö ja monikanavaisuus. Tutkimuksen teoreettisena viitekehyksenä on ekologinen kieltenoppiminen ja opiskelijoiden kiinnittyminen. Opintojaksojen suunnittelussa kiinnitettiin erityistä huomiota opiskelijoiden yhteisölliseen ja autenttiseen oppimiseen. Tavoitteena oli, että opiskelijat eivät pelkästään ole digitaalisten välineiden käyttäjiä, vaan pikemminkin he itse tuottavat materiaalia toimien aktiivisina oppijoina. Kyseessä olevat opintojaksot toteutettiin monimuoto-opintoina. Osatutkimuksessa I tutkittiin ensimmäisen vuoden terveysalan opiskelijoiden (n=23) kokemuksia pelillistetystä ammatillisen englannin opintojaksosta etenkin kiinnittymisen, viihdyttävyyden ja kielenoppimisen kannalta. Kyseessä oli kolmen opintopisteen alakohtainen ammatillinen englannin opintojakso, jonka kokonaiskesto oli kymmenen viikkoa sisältäen viisi lähiopetusjaksoa. Osaamistavoitteena oli terveysalan viestintäosaaminen moniammatillisissa ja monikulttuurisissa tilanteissa. Opintojakson toteutus perustui pelillistämiseen ja kehyskertomukseen, jossa suomalainen vaihto-opiskeija toteuttaa opintoihin kuuluvan työssäoppimisjakson Espanjassa. Tutkimusaineisto koostui opiskelijoiden oppimispäiväkirjoista ja opintojakson jälkeen täytetystä kyselystä. Laadullinen aineisto analysoitiin sisällönanalyysin avulla. Tulokset osittavat, että pellistäminen ja sopivat digitaaliset sovellukset tehostivat opiskelijoiden sitoutumista ja kielenoppimista sekä tarjosivat miellyttäviä oppimiskokemuksia. Yhteisöllinen oppiminen sekä opiskelijoita arvostava ja rento oppimisilmapiiri vaikuttivat positiivisesti oppimiseen ja opiskelijoiden kiinnittymiseen. Osatutkimuksessa II tarkasteltiin, miten etäyhteistyöprojekti (telecollaboration project) vahvisti opiskelijoiden yhteisöllistä kielenoppimista ja kiinnittymistä opintoihin. Tutkimuksen osallistujat olivat korkeakouluopiskelijoita Uudessa Seelannissa (n=14) ja Suomessa (n=12) ja he opiskelivat saksaa vapaasti valittavina kieliopintona. Opiskelijoille luotiin suljettu Facebook-ryhmä, jonne he lähettivät viestejä annetuista viidestä aiheesta monikanavaisesti käyttäen valokuvia, videoita, äänitteitä ja kirjoitettua tekstiä. Projektin kesto oli kuusi viikkoa ja se muodosti osan opiskelijoiden saksan opintojaksosta kummassakin maassa. Opintojakson suunnitelma perustui sosiaalisen median käyttöön kieltenopetuksessa ja etäyhteistyön viitekehykseen. Monimenetelmäinen aineisto koostui kyselylomakkeiden vastauksista, Facebook-käyttölogista sekä opiskelijahaastatteluista. Tulokset osoittavat, että opiskelijoiden mielestä Facebook soveltuu hyvin oppimisyhteisönrakentamiseen. Lisäksi yhteistyö, autenttinen oppiminen, opintojen viihdyttävyys sekä opettajien tuki vahvistivat opiskelijoiden sitoutumista ja ne vaikuttivat positiivisesti kielenoppimiseen ja kansainvälisyystaitojen kehittymiseen. Osatutkimuksessa III selvitettiin monikanavaisuuden ja säännöllisten parin kanssa tehtyjen videopuheluiden vaikutusta vieraan kielen suulliseen vuorovaikutukseen ja opiskelijoiden kiinnittymiseen. Tutkimus toteutettiin ja aineisto kerättiin ensimmäisen vuoden liiketalouden opiskelijoiden (n=22) ammatillisen englannin opintojaksolla. Opintojakson pituus oli 16 viikkoa, ja siinä oli viisi kasvokkain tapahtuvaa opetuskertaa; opintojakso oli jaettu kahdeksaan teemaan. Opiskelijat käyttivät erilaisia digitaalisia sovelluksia ja erityistä huomiota kiinnitettiin suullisen vuorovaikutuksen aktivoimiseen. Koko opintojakson ajan opiskelijat keskustelivat parin kanssa kerran viikossa videopuhelun välityksellä liiketalouteen ja työelämään liittyvistä autenttisista aiheista ja tehtävistä. Tutkimusaineisto koostui opiskelijoiden oppimispäiväkirjoista sekä opintojakson jälkeen kerätystä kyselylomakevastauksista. Laadullinen aineisto analysoitiin sisällönanalyysin keinoin. Opiskelijat kokivat, että autenttiset tehtävät ja opintomateriaali, opiskelijoiden oma aktiivisuus ja yhteistyö vertaisten kanssa sekä opettajan panostus paransivat akateemista ja sosiaalista kiinnittymistä. Samoin opiskelijoiden välinen yhteistyö, digitaalinen teknologia sekä opiskelijoiden oma panostus edistivät suullisen vuorovaikutuksen harjoittelemista. Yhteenvetona voin todeta, että osatutkimuksien tulokset kuvaavat seikkoja, jotka ammattikorkeakouluopiskelijat kokivat vahvistavan heidän kiinnittymistään kieliopintoihin monimuoto-opinnoissa, sekä metodeja, jotka opiskelijat kokivat edistävän vieraan kielen suullisen vuorovaikutuksen harjoittamista. Osatutkimukset osoittivat, että opettajan rooli on tärkeä niin ennen ja jälkeen kuin opintojakson aikanakin. Sen lisäksi, että opettajalla on hallussaan traditionaaliset opettajan taidot, kuten aineenhallinta, pedagogia, ohjaaminen, fasilitointi ja vuorovaikutustaidot, hänellä täytyy olla kattava osaaminen digitaalisuuden oikeanlaisesta pedagogisesta käytöstä, sekä ajankohtainen tieto digitaalisista sovelluksista. Lisäksi opiskelijan oma rooli on merkittävä kiinnittymisen kannalta. Suullisen vuorovaikutuksen osalta tulokset osoittavat, että säännöllisellä vertaistuella ja vuorovaikutuksella opiskelijoiden itsemyötätunto ja virheidensietokyky kasvaa, mikä puolestaan lisää innokkuutta tehdä suullisia harjoituksia vieraalla kielellä. Lisääntynyt kielen käyttö puolestaan luo varmuutta suulliseen vuorovaikutukseen. Samoin opiskelijoiden itsereflektiotaito kasvaa, minkä perusteella opiskelijat osaavat harjoitella tiettyä suullisen kielitaidon osa-aluetta, esimerkiksi ääntämistä. Digitalisaatio tarjoaa runsaasti mahdollisuuksia yksilöllisille ja joustaville, ajasta ja paikasta riippumattomille oppimispoluille. Kuitenkaan digitaalisuuden valjastaminen opetuskäyttöön ei vähennä opettajan ja opiskelijan roolia – pikemminkin päinvastoin. On tärkeää tukea opiskelijoiden aktiivisen oppijan roolin rakentumista ja vastuun ottamista omasta oppimisprosessista. Opettajien pedagogiseen osaamiseen sisältyy useita osa-alueita, joita he tarvitsevat luodessaan opiskelijoilleen optimaalisia oppimiskokemuksia. ________________________________________ Asiasanat: opiskelijoiden kiinnittyminen, monimuoto-opetus, monikanavaisuus, sosiaalinen media opetuksessa, etäyhteistyö, suullinen vuorovaikutus, erikoisalojen englannin opetus, saksa vieraana kielenä, ammattikorkeakouluopetu
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