通过玩物业体验大学

IF 0.8 Q3 Economics, Econometrics and Finance
S. Boyd
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引用次数: 1

摘要

鼓励初中生探索自己的学习偏好,并参与一系列活动,以发展对工作、职业和毕业后目的地的理解。高等教育机构通过提供旨在激励年轻学习者和增加入学率的校园体验项目,为学校学生的探索做出贡献。本文将论证与评价的设计科学研究方法活动应用到一个严肃的游戏《Playing Property》中。“玩房地产”是一个观众回应游戏,是研讨会的基础,旨在吸引初中生,提高他们对房地产投资的认识。该评估讨论了观众反应决策的趋势,以及在3年多的时间里进行的12个讲习班的简短调查反馈。参加研习班的学生对这些研习班的评价一直是积极的,大多数学生表示他们通过参加研习班了解了更多关于房地产(投资)的知识。相比之下,结果与其他学科的学术领导推动的其他实践研讨会活动一致。Playing Property工作室的资源分配明显少于同类工作室,获取决策数据的能力为进一步分析提供了良好的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experiencing university through playing property
Abstract Junior high school students are encouraged to explore their preferences as learners and engage in a range of activities to develop understanding of work, careers and post-school destinations. Higher education providers contribute to the school students’ exploration through proving campus experience programmes structured to aspire young learners and increase enrolments. This paper communicates the design science research method activities of demonstration and evaluation as they are applied to a serious game, Playing Property. Playing Property is an audience response game forming the basis of a workshop to engage junior high students and enhance their knowledge of property investment. The evaluation discusses trends in audience response decisions along with brief survey responses from 12 workshops, conducted over 3 years. The workshops were consistently rated positively by the participating students, with a majority indicating they learned more about property [investment] through playing. Comparatively the results were in line with other hands-on workshop activities facilitated by academic leaders from other disciplines. The resource allocation to the Playing Property workshop is notably less than comparable workshops and the ability capture decision-making data provides a sound basis for further analysis.
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来源期刊
CiteScore
1.10
自引率
0.00%
发文量
6
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