IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH
F. Taillandier, Alice Micolier, G. Sauce, M. Chaplain
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引用次数: 0

摘要

建筑工程是土木工程专业的一门专业学习教育课程。然而,相关的知识很难在课堂上理解和吸收,因为它是理论和实践的工作,或者是关于这个主题的教程很少。为了解决这个问题,作者开发了DOMEGO,这是一个向土木工程专业学生教授建筑项目的游戏。这个棋盘游戏的目的是为学生提供主动和体验式学习的关键问题的建设项目。在游戏中,每个玩家扮演一个建筑项目的利益相关者,必须在实现自己目标的同时实施项目。DOMEGO已经成功地融入了波尔多大学和尼斯工程学院土木工程专业本科生的教学环境。在赛后调查中收集到的学生反馈非常积极。然而,为了验证游戏对教学建设项目的兴趣,更彻底的分析和真正的评估协议是必要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DOMEGO
Construction project is a major learning of the civil engineering educational program. However, the related knowledge is difficult to apprehend and assimilate during lectures since it is theoretical and practical work or tutorials on the subject are scarce. To address this issue, the authors developed DOMEGO, a game for teaching construction projects to civil engineering students. This board game aims to provide students with active and experiential learning of the key issues of a construction project. In the game, each player embodies a stakeholder of a construction project and must carry out the project while meeting her/his objectives. DOMEGO has been successfully integrated into an instructional setting of undergraduate students in Civil Engineering at the University of Bordeaux and Polytech, Nice Engineering School. Student feedback collected in the post-game survey was very positive. However, a more thorough analysis with a real evaluation protocol would be necessary to validate the game interest to teach construction project.
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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