基于游戏化的精益知识传播:个案研究

Rui M. Sousa, D. Stadnicka, J. Dinis-Carvalho, R. Ratnayake, V. Isoherranen
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引用次数: 8

摘要

人们普遍认为,传统的教学方法,如解释性讲座,容易变得效率低下,特别是在知识保留方面,因为许多学生很快就会失去注意力。因此,采用新的教学方法使学生参与到自己的学习过程中是至关重要的。基于一个案例研究,本文旨在展示游戏/实践方法如何改善工业工程教育中的教学/学习过程,更具体地说,是在精益制造背景下。调查的重点是:(i)可实现的学习目标类型(根据布鲁姆的分类法)和(ii)与学生的学习风格的一致性(根据费尔德-西尔弗曼的模型)。关于(ii)的数据是通过在精益生产游戏后对学生进行问卷调查收集的。对第(1)项的讨论是基于问卷调查和对所应用的游戏类型的分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification based lean knowledge dissemination: A case study
It is generally recognized that traditional teaching methodologies, e.g. expositive lectures, are prone to become inefficient, especially in terms of knowledge retention, because many students quickly lose attention. Therefore, it is vital the adoption of new teaching methodologies that enable the students' engagement in their own learning process. Based on a case study, this manuscript aims to demonstrate how games/hands-on approaches can improve the teaching/learning processes in Industrial Engineering education, more specifically in the Lean Manufacturing context. The investigation is focused on: (i) type of achievable learning objectives (according to Bloom's taxonomy) and (ii) alignment with the students' learning styles (according to Felder-Silverman's model).Data about (ii) is gathered by a questionnaire applied to students after the lean manufacturing game. The discussion of (i) is based on the questionnaire and on the analysis of the type of game applied.
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