Why use-centered game-based learning in higher education? the case of cesim simbrand
Date
2014
Embargo
Advisor
Coadvisor
Journal Title
Journal ISSN
Volume Title
Publisher
CIEO-Research Centre for Spatial and Organizational Dynamics
Language
English
Alternative Title
Abstract
This paper endeavours to research about simulation/serious games exploration within
University of Algarve (Portugal), namely Cesim SimBrandfor Marketing Simulation (course
unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i)
a response rate of 50 percent; (ii) these tools increase learning engagement, although it is
essential to be more realistic; (iii) teamwork seems to be a controversial topic; (iv) learners had
a positive experience; however, some feel unprepared before their usage (prior knowledge).
Hence, this survey provides a good platform for future research and approaches how to
promote a better exploration of simulation/serious games. To conclude, this manuscript will
be divided into six sections: (i) the 5W’s of game-based learning; (ii) research (statement
of the problem, aims/objectives, philosophical approach and data collection/analysis);
(iii) diagnosis (game deliver and learners’ pre-perception); (iv) findings (learners’ profile,
awareness, experiences and preparation); (v) limitations and future work (methodological
limitations and tools/analysis upgrade); and, (vi) conclusions.
Keywords
Game-Based Learning, Serious Games, Cesim Simbrand, University of Algarve
Document Type
Journal article
Publisher Version
Dataset
Citation
Kikot, T., Costa, G., Fernandes, S., Águas, P. (2014).Why use-centered game-based learning in higher education? The case of cesim simbrand. Journal of Spatial and Organizational Dynamics, 2 (3), 229-241.
Identifiers
TID
Designation
Access Type
Open Access