Planspiel-Literaturdatenbank des ZMS

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Treffer: 45
  • 2019

  • Matsui, Hiroyuki; Kikkawa, Toshiko; Junkichi, Sugiura (2019) : Current characteristics of Japanese Tabletop Game Players: A preliminary study based on an online survey In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 510-524

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    Keywords: games, ISAGA, Online, survey, tabletop
  • Mijal, Michal; Ciesla, Martyna; Gromadzka, Monika (2019) : Educational Escape Room - Challenges and Obstacles In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 336-351
  • Nylund, Niklas; Garda, Maria Berenika (2019) : From Warsaw to Helsinki. National identity politics in Finnish and Polish educational board games in the mid-19th century In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 499-500

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    Keywords: Board, games, ISAGA, Politics
  • Vuorio, Jaakko; Harviainen, J. Tuomas (2019) : Learning with Location-Based Gaming In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 439-450

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    Keywords: games, ISAGA, Location-Based
  • 2018

  • Bekebrede, Geertje (2018) : Simulating complex policy interventions in a ,simple' boardgame In: Hühn, Christian; Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Interaktion gestalten: Über die Vielfalt der Methode: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 25-41

    Abstract: After a long history of using non-digital games for policy making, in 2000 the use

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    Keywords: Board, Digital, for, Game, games, Meter, Policy
  • Cuesta Aguiar, Victor A.; Nakano, Masaru (2018) : A Model for the Development of Stealth Serious Games In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 139-147

    Abstract: In this paper, a model for serious game (SG) development is presented
    and explained along with a definition of stealth serious games (SSG).
    A systemic review on existing models is performed

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  • Dowidat, Linda (2018) : Das motivational Competence Developing Game Framework. Lern- und Motivationstheorien bei der CDG Enwicklung systematisch nutzen In: Hühn, Christian; Zürn, Birgit; Schwägele, Sebastian; Hofmann, Sarah; Trautwein, Friedrich (Hg.): Planspiele - Analyse und Wirkungen: Rückblick auf den Deutschen Planspielpreis 2015 und 2017: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 99-116

    Abstract: Competence Developing Games sollen komplexes und abstraktes Wissen auf eine
    spielerische Art und Weise in einem oft spielfernen Kontext vermitteln (z. B. durch
    Planspiele, Serious Games, Edutainment). Das in diesem Artikel beschriebene "motivational
    Competence Developing Game Framework" (mCDG-F) soll Spielentwicklern
    als ganzheitliches Werkzeug dienen, um CDGs zu entwickeln, die sich optimal
    an die Modalitäten der Lernumgebung und -ansprüche der Lernenden anpassen und
    motivierend wirken. Es wurden verschiedene Lern- und Motivationstheorien herangezogen,
    um diese mit den, auf die Spielenden fokussierten Prinzipien des MDA Frameworks
    von Hunicke et al. (2004) zu kombinieren. Damit das entstandene mCDG-F
    möglichst effizient in den Spielentwicklungsprozess eingebunden werden kann, wird
    das Vorgehensmodell von Herrmanny und Schmidt (2014) zusätzlich als Analyseinstrument
    verwendet. Dieser Artikel beschreibt die Herleitung und exemplarische Anwendung
    des mCDG-Fs anhand des CDGs GHOST, welches zur Sensibilisierung von
    Mitarbeitenden in Hinsicht auf IT Security betragen soll.

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  • Hannula, Otso; Harviainen, J. Tuomas (2018) : User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 103-109

    Abstract: This paper discusses the ways in which design games are used as
    scaffolds for knowledge creation. Using players' reports on time-efficiency in
    deployments of Topaasia Cards, it demonstrates that play appears to foster
    creative dialogue and meaningful interaction that lead to user experiences of
    positive organizational knowledge creation.

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  • Kurapati, Shalini; Freese, Maria; Kourounioti, Ioanna; Lukosch, Heide; Bekebrede, Geertje; Smit, Thijs; van Meijeren, Jaco; van Nuland, Bas; van Veen, Linda (2018) : Attitude Measurement with Board Games in Transportation Nodes In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 148-157

    Abstract: Transportation systems are complex yet vital infrastructures. Different
    stakeholders have to work together to guarantee the most efficient traffic
    of humans and goods. Challenges that stakeholders face in such infrastructure
    systems, like divergent interests and attitudes, make it hard to predict behaviour.
    To understand the complex systems including the behaviour of the stakeholders,
    it is relevant to model decision-making processes. For this reason, simulation
    games were developed. The present article focuses on two different case studies.
    Both are studies in which board games were used. After explaining each case
    study, a comparative section follows to give an overview about advantages and
    disadvantages of the use of board games in the transportation sector.

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  • Likhacheva, Elena (2018) : What is the Game? Study of Subjective Perceptions In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 119-125

    Abstract: The use of simulation games in education requires coherence in their
    understanding as methods of instruction. Variety of definitions of the game
    concept has been put forth

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  • Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.) (2018): Simulation Gaming. Application for Sustainable Cities and Smart Infrastructures. 48th International Simulation and Gaming Association Conference, ISAGA 2017. Cham, Switzerland: Springer International Publishing AG

    Abstract: Simulation and gaming have proven their value in contributing to the analysis and
    design of so-called complex systems, such as the development of sustainable cities and
    smart infrastructures. Numerous examples of games about urban planning, intelligent
    transport systems, social cohesion, and other related themes have been developed,
    played, and studied in the past years. In the International Simulation and Gaming
    Association (ISAGA) Conference 2017, we aimed at taking the current state of affairs
    one step further and move toward a comprehensive theory of simulation games for
    sustainable cities and smart infrastructures. During the conference, which was held
    jointly by ISAGA and SAGANET (Simulation and Gaming Association The Netherlands),
    hosted by Delft University of Technology, science met practice, and many
    academic as well as practice-based games and concepts were presented and discussed.
    The result of the scientific contributions is presented in this LNCS book.
    The contributions to this book range from design thinking related to simulation
    gaming, the analysis of the consequences of design choices in games, to games for
    decision-making, examples of games for business, climate change, maritime spatial
    planning, sustainable city development, supply chain, and team work factors, up to
    games that facilitate (organizational) learning processes or are used for attitude measurement,
    and the use of VR technologies in games, not to forget the role of de-briefing
    in the game process.
    In the section "Design and Development," the focus is on the design process of
    simulation games. The articles show the importance of design choices and the influences
    of these choices on the game's effectiveness. They also highlight the role of the
    designer as well as the use of accepted design concepts and approaches. In the section
    "Planning and Policy," games are presented that serve as support tool for
    policy-making processes. The articles describe how stakeholders can be engaged in a
    decision-making process, and how games can facilitate the participation of and discourse
    between them. The perception of games as well as their use for (organizational)
    learning processes is discussed in the contributions in the section "Games and Simulations."
    Learner activation and individual value of games in learning processes are
    topics discussed along with concrete examples of games facilitating, e.g., knowledge
    development in the field of supply chain management. In the next section, we give
    room to the relatively new and yet underexplored field of "Games as Research
    Instruments." The contributions show how games can serve as research instruments
    themselves, and how they can be combined with other research measures in order to
    provide both a rich feedback to participants and researchers and a rigid research set-up
    for measurement of, e.g.. participants' attitudes in the transportation domain. Games
    that are used for learning processes are discussed in the last section, "Learning." The
    authors introduce theoretical concepts of games as a learning instrument, from
    assessment to conditions for learning, up to the role of de-briefing.
    Thus, the 20 selected articles discuss game methodologies for the design and
    research of and with games, applications of gaming to tackle the grand challenges of
    our society as well as to support learning processes and policy development, new
    insights in interface and interaction designs for games, and evaluated applications of
    games in real-world settings.
    The present collection of articles represents current advances in the field of simulation
    and gaming, which were presented and discussed at a very constructive and
    energetic conference in Delft, the Netherlands. The editors wish to thank all contributors
    to this book, reviewers of the articles, as well as all participants of the ISAGA
    2017 conference for adding to this important and still-growing field of research that is
    strongly related to its application domains. We also want to thank Maria Freese and
    Shalini Kurapati, who helped us process all contributions to the conference. We look
    forward to future exchanges and further advancements of our exciting field of research
    and design of simulation games!

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    Beiträge zu diesem Sammelband:
  • Lukosch, Heide; Lukosch, Stephan G.; Bekebrede, Geertje; Kurapati, Shalini (2018): A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. In: Simulation & Gaming (Vol. 49 (3)), S. 279-314. DOI: 10.1177/1046878118768858

    DOI: https://doi.org/10.1177/1046878118768858 

    Abstract: Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.

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  • Motzev, Mihail (2018) : A Framework for Developing Multi-Layered Networks of Active Neurons for Simulation Experiments and Model-Based Business Games Using Self-Organizing Data Mining with the Group Method of Data Handling In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 191-199

    Abstract: Artificial Neural Networks make it possible to develop faster modelbased
    business games, but in general, they are neither easy to develop nor easy
    to understand. This paper presents a highly automated framework for developing
    Multi-Layered Networks of Active Neurons for simulation experiments and
    model-based business games using self-organizing data mining with the Group
    Method of Data Handling. It discusses some of the results from international
    research done in Europe, Australia, and most recently at Walla Walla University
    in College Place, Washington, USA.

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  • Muricho Onencan, Abby (2018) : Assessment of Hybrid Board Game-Based Learning Outcomes Using the Beatty Theoretical Framework In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 161-172

    Abstract: Hybrid board games draw benefits from both the digital and physical
    worlds. They increase social interaction and provide an enjoyable, seamless
    experience. Nevertheless, hybrid artefacts do not fit snugly into established
    game genres, leading to ambiguity regarding the selection of measurement tools.
    To address this challenge, a video game assessment framework, as outlined in
    Beatty (2014), was selected. It has a generic template, four dimensions with their
    respective templates (macro-level, micro-level, builder meta-level and social
    meta-level) and two feedback loops. This framework was applied from April to
    August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt
    game. Results indicate that the framework could provide a solution for assessing
    hybrid board games, subject to some adjustments, as outlined in this paper.
    Future work may entail application of the framework, in other drainage basins.

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  • Muricho Onencan, Abby; van de Walle, Bartel (2018) : Designing Disaster Diplomacy in the Context of a Climate Change Water Game In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 43-57

    Abstract: In this paper, we explore how a climate change game can be
    designed to enhance trans-boundary water partnerships between governments
    and provide a window of opportunity to challenge the status quo, leading to
    change. The primary focus of the paper is to discuss a theoretical framework that
    utilizes "Disaster Diplomacy" as a pre-disaster capacity development tool for
    policymakers. The Nile Basin by 2050 scenarios, guided us in the design of the
    theoretical framework. The framework established a foundation for the design of
    the climate change game known as Nile WeShareIt. This game was played in
    October 2014, with policymakers from the Ministry of Water and Irrigation, in
    Nairobi, Kenya. Findings indicate that climate change games may challenge the
    current perceptions of normality and possibly lead to increased situation
    awareness, trust, and collaboration. Future work will entail redesigning the
    game, based on the initial outcomes and its application in the river Nzoia
    catchment, in West-Kenya.

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  • Palyga, Anna (2018) : Preferred Team Roles and Communication Patterns in Teamwork. - Is There a Formula for Effectiveness?. - Case Study Analysis In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 75-89

    Abstract: Preferred team role composition is said to influence team work
    effectiveness and communication patterns within teams. It is often recommended
    to balance team members in terms of socio-emotional and task-oriented preferred
    roles. However results obtained during this study indicate that there might
    not be such a possibility in the managerial environment. Hereby we present case
    studies of two extremely unbalanced teams in terms of socio-emotional and
    task-oriented role preference and its relationship with communication patterns in
    teamwork effectiveness. As suggested by literature, neither of these extremities
    is fully beneficial in terms of game play results. However it seems that a team
    consisting of only task-oriented participants performed better than purely
    socio-emotional oriented team. The first part of this article summarizes theoretical
    background and outlines the method used in this study. In the second part
    we present case studies of chosen unbalanced teams with in-depth analysis of
    their communication patterns.

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  • Roungas, Bill; Meijer, Sebastiaan; Verbraeck, Alexander (2018) : Knowledge Management of Games for Decision Making In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 24-33

    Abstract: Games for decision making have developed into a powerful
    tool for corporations. Irrespective of their size, corporations have been
    increasingly using these games in order to evaluate and ascertain impactful
    business decisions and strategies. Despite their proven added value
    to the decision making process, there is still lack of research on whether,
    and if so how, these games can be used by researchers and practitioners
    to build evidents on systems' behavior, as part of a larger scheme. To
    this effect, this paper proposes a framework to determine the different
    artifacts of games that should be logged and stored for future use.

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  • Wardaszko, Marcin (2018) : Experimental approach to application of simulation games in higher education In: Hühn, Christian; Zürn, Birgit; Schwägele, Sebastian; Hofmann, Sarah; Trautwein, Friedrich (Hg.): Planspiele - Analyse und Wirkungen: Rückblick auf den Deutschen Planspielpreis 2015 und 2017: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 69-97

    Abstract: This paper aims to describe and analyze various aspects of the process of education based on decision-making simulation games - i. e. the so-called management simulation games - in teaching management skills. The results of two experimental studies are presented in the paper. The first one was built around the influence of cognitive system of player team assessment on the "free rider" effect as part of courses based on decision-making games - an experiment conducted in a group of 167 undergraduate students. The rustles of the research proved that "free-rider" problem aca be address through the game and course-design structure in the effective way. The second one is built around introduction of an individual system of assessment in the form of an investment game as an additional element of assessment as part of courses based on decision-making games, and the influence of introduction of such system on the outcome of simulation and course satisfaction - a pilot study conducted as an experiment on a group of 28 graduate students. The results of the experiment proved that building double game structures can provide more effective learning environments for students.

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  • Warmelink, Harald (2018) : Towards Playful Organisations. On the Organisational Experiences of Online Gamers In: Hühn, Christian; Zürn, Birgit; Schwägele, Sebastian; Hofmann, Sarah; Trautwein, Friedrich (Hg.): Planspiele - Analyse und Wirkungen: Rückblick auf den Deutschen Planspielpreis 2015 und 2017: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 53-68

    Abstract: Previous research into online games such as World of Warcraft or EVE Online leads to the question: to what extent do online gamers develop a preference for certain organisational cultures that extends to a choice or preference for work organisations? This chapter uses data obtained from a panel of 95 Dutch working online gamers to develop a first answer to this question. A majority of panellists' responses indicated that their online gaming community was very playfully organised, while only a third indicated that their work organisation was so. In general, the panellists pursue playful organisations in any organisational context. Panellists who are leaders or managers of a work organisation have a higher tendency to find the organisational context different from an online gaming community. Panellists in the most playfully organised communities and in the least playful work organisations tend to find a comparison to the other organisational context of significance. A number of consequences of these results are discussed.

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  • 2017

  • Stamm, Manuel (2017): Role-playing games as an educational tool. Adapting and evaluating the CoPalCam role-playing game on the issue of palm oil with secondary school students. Bachelorarbeit. ETH Zürich, Zürich.

    Abstract: The problems in today's world are numerous, often global, and pose immense challenges to sustainable development. A recent, international response to encounter these problems was the elaboration of the Agenda 2030 for Sustainable Development, i.e. an agreement on 17 Sustainable Development Goals, signed by all members of the United Nations. One of the key enablers within Agenda 2030 is education with a focus on Education for Sustainable Development.
    In Switzerland, the newly harmonized primary and secondary school curriculum (Lehrplan 21) aims at integrating the Agenda's recommendations as a relevant educational goal and developing new educational concepts and competencies to be acquired for doing so, i.e. the future educational concept in Zurich, where the focus on this thesis is laid on. These competencies imply innovative ways of teaching.

    Accordingly, students should be empowered to reflect on their own actions and understand the connection of social, economic and environmental issues. These new competencies might also imply new ways of teaching.

    A promising method for the implementation of Education for Sustainable Development in class might be role-playing games, i.e. different forms of playing are used to simulate real systems and learn about them. Role-playing games should be motivating, and enable the students to learn through own experience - in accordance with Kolb's experiential learning theory.
    This study explored the opportunity of role-playing games in a classroom setting with looking at the so-called CoPalCam game, i.e. a role-playing game modelling the supply chain of palm oil in Cameroon.

    It was developed within the scope of OPAL, a project aiming at shaping a path towards a more sustainable palm oil production. In order to test the feasibility of the CoPalCam game for secondary schools in Zurich, an adapted, German version was developed.

    The rules and structure of the game were adapted and written in German. In a second step the game materials were redesigned. Thirdly, the new game version was performed with five different secondary school classes in the area of Zurich with a total of 83 students.

    Finally, the game sessions were evaluated based on both short questionnaires, filled out by both students and teachers, and observations during the game sessions.

    The evaluation showed that the new game version is well suited for educational purpose on the secondary school levels in Zurich for students aged 12 to 15. All teachers were motivated to use the role-playing game again in class. The students enjoyed playing the game and were active during the actual gaming phase. The students' engagement during the debriefing was rather low and needs to be improved.

    Learning advancement with respect to the omnipresence of palm oil in cosmetics, and the awareness of the link of deforestation, child labour and the palm oil production could be observed. It was not possible to conclude much about the networked thinking due to this game, as the main evaluation tool, the student questionnaire, proved to be only partially appropriate.

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  • 2016

  • Hoeborn, Gabriele (2016) : Planspiele zur Integration sozialer Kompetenzen in die Ingenieursausbildung In: Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Vernetzung gestalten: Forschungsergebnisse und Praxisbeispiele für morgen: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 155-172

    Abstract: Ingenieurinnen und Ingenieure treiben die Wirtschaft an. Sie verfügen über ein ausgeprägtes fachliches, technisches und methodisches Wissen. Umfragen bei Arbeitgebern haben jedoch Defizite im Bereich der sozialen Kompetenzen aufgezeigt. Die Vermittlung dieser sozialen Kompetenzen in der universitären Ausbildung erfolgt lediglich in begrenztem Umfang, zum einen weil es in den Curricula nicht vorgesehen ist und zum anderen weil der Lehr- und Lernprozess sich schwieriger gestaltet als beiden traditionellen Fächern der klassischen Ingenieurausbildung. Serious Games sind eine erfolgreiche Lehr- und Lernmethode, soziale Kompetenzen zu vermitteln. Im vorliegenden Artikel werden drei unterschiedliche Serious Games vorgestellt, die dabei vermittelten Kompetenzen werden aufgezeigt und in direkten Bezug zu den Spielen gesetzt.

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