Planspiel-Literaturdatenbank des ZMS
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2021
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(2021): Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?. In: International Journal of Educational Technology in Higher Education 18 (1). DOI: 10.1186/s41239-021-00249-y
DOI: https://doi.org/10.1186/s41239-021-00249-y Abstract: This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement standards claimed by the academia, and the satisfaction with the learning process required by the students. Our results provide statistically significant empirical evidence, concluding that the generation of a co-creative and empowered gameful experience that supports students' overall value creation yields to satisfactory active learning setups without any loss of academic achievement, and allowing to develop a series of skills especially relevant for twenty-first century professionals.
Keywords: Satisfaction, Academic achievement, Digital society, Skills, Active learning, Gamification 2016
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(2016): Business simulation as an active learning activity for developing soft skills. In: Accounting Education 25 (4), S. 368-395. DOI: 10.1080/09639284.2016.1191272
DOI: https://doi.org/10.1080/09639284.2016.1191272 Abstract: Business simulations are innovative instruction models for active or cooperative learning. In this paper, we look at the social constructionist roots of these education models in light of the current efforts to enhance employability skills in undergraduate and graduate studies. More specifically, we analyse the role of business simulations in developing soft skills based on an international survey of students’ perceptions of developing soft skills during business simulations. Our objective is to test whether business simulations contribute to the development of soft skills and whether gender, ethno-cultural origin, and professional experience affect the acquisition process. We also discuss the use and benefits of these innovative instruction models. The analysis suggests the need to take into account specific factors, especially ethno-cultural origin, when instructing via business simulations. It also calls for sharing best practices in the context of a globalised education.
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