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Developing self-management and teamwork using digital games in 3D simulations

Bibliographic Data

ID19513835
AuthorsJose M Cela-Ranilla, Jose Cela-Ranilla (0000-0001-9205-3860, Universitat Rovira i Virgili), Francesc M Esteve‐Mon (0000-0003-4884-1485, Universitat Rovira i Virgili), Francesc M Esteve-Mon, Vanessa Esteve González (0000-0001-5909-1099, Universitat Rovira i Virgili), Vanessa Esteve-González, Mercé Gisbert Cervera (0000-0002-8330-1495, Universitat Rovira i Virgili), Merce Gisbert-Cervera
Year2014
Volume30
Issue6
Publication date2014-12-15
Open AccessYes
TypeARTICLE
VenueAustralasian Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 1449-3098 • E-ISSN: 1449-5554
PublisherAustralasian Society for Computers in Learning in Tertiary Education (PUBLISHER • NZ)
DOI10.14742/ajet.754
OpenAlexW1880656861
LanguageEN
Citations received4
References cited7

Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this study we describe how transferable skills such as self-management and teamwork have been developed by 70 Spanish students of Education and Marketing. The learning experience comprised a serious game designed in a 3D simulation environment. For the analysis, two analytical rubrics were taken as references. Descriptive statistics and non-parametric tests such as Mann-Whitney U and Spearman rho were conducted for comparison and correlation analysis. Our results showed that the students performed well and had a positive perception of the suitability of using the simulation environment for the development of transferable skills. We also found that women performed better than men in activities involving teamwork, especially communication tasks

Descriptive statistics · Knowledge management · Likert scale · Mathematics education · Medical education · Perception · Rubric · Statistics · Teamwork · Computer Science · E-Learning and Knowledge Management · Educational Games and Gamification · Educational Innovations and Technology · Mathematics · Medicine · Psychology

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Citations per year0.33
Citation span2014 - 2022 (9)
Highly citedNo

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