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Perceptions of gaming as experiential learning by engineering students

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Perceptions of gaming as experiential learning by engineering students

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dc.contributor.author Andreu Andrés, María Angeles es_ES
dc.contributor.author García Casas, Miguel es_ES
dc.date.accessioned 2015-11-05T19:31:47Z
dc.date.available 2015-11-05T19:31:47Z
dc.date.issued 2011
dc.identifier.issn 0949-149X
dc.identifier.uri http://hdl.handle.net/10251/57102
dc.description.abstract After defining the term game and its characteristics, this paper refers to the origins of games, and supports the idea of gaming as one of the techniques included in the simulation and gaming methodology endorsed by associations such as ISAGA, NASAGA, JASAG, ABSEL or SAGSET. Considering gaming as experiential learning this study offers the perceptions of forty seven engineering students in their third year of studies at the Universitat Politècnica de València (Spain) regarding the use of games in different supports as part of their activitiesto gain knowledge insubjects of their degree program throughout a semester, to reinforce previously covered material, and to help learners develop problem-solving skills, communication and teamwork skills. A review of the advantages and drawbacks ofusing games leads usto carry out the statistical analysis of the answerstoa survey concerning the use of gaming as a teaching-learning technique with these engineering students, the students' experience with games in different subjects attended before and during their university studies, and the students' perceptions on using games to learn or just for fun. The study of the relation among the variables analysed allows us to perceive the students' feelings regarding gaming as opposed to more conventional strategies. As a whole, engineering students participating in the experiment back experiential learning and confirm that they learn and have fun when there is gaming in class activities. © 2011 TEMPUS Publications. es_ES
dc.language Inglés es_ES
dc.publisher Tempus Publications es_ES
dc.relation.ispartof International Journal of Engineering Education es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject Gaming es_ES
dc.subject Experiential learning es_ES
dc.subject Students' perceptions es_ES
dc.subject Higher education es_ES
dc.subject.classification FILOLOGIA INGLESA es_ES
dc.title Perceptions of gaming as experiential learning by engineering students es_ES
dc.type Artículo es_ES
dc.rights.accessRights Cerrado es_ES
dc.contributor.affiliation Universitat Politècnica de València. Departamento de Lingüística Aplicada - Departament de Lingüística Aplicada es_ES
dc.description.bibliographicCitation Andreu Andrés, MA.; García Casas, M. (2011). Perceptions of gaming as experiential learning by engineering students. International Journal of Engineering Education. 27(4):795-804. http://hdl.handle.net/10251/57102 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion http://www.ijee.ie/ es_ES
dc.description.upvformatpinicio 795 es_ES
dc.description.upvformatpfin 804 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 27 es_ES
dc.description.issue 4 es_ES
dc.relation.senia 210335 es_ES


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