首页> 外文会议>American Society For Engineering Education Annual Conference and Exposition >ASSESSING THE EFFECTIVENESS OF USING A COMPUTER GAME TO BRIDGE A RESEARCH AGENDA WITH A TEACHING AGENDA
【24h】

ASSESSING THE EFFECTIVENESS OF USING A COMPUTER GAME TO BRIDGE A RESEARCH AGENDA WITH A TEACHING AGENDA

机译:评估使用计算机游戏与教学议程弥合研究议程的有效性

获取原文

摘要

We assess the impact of an out-of-class computer game designed to develop students' understanding of complex tradeoffs among environmental, economic, and technological issues. By comparing the results across three different courses using survey, essay, and focus groups as instruments, we measure the game's success in a variety of contexts and dimensions. Students increased their self-assessed knowledge about the supply chain and teamwork in the supply chain, they made connections between the environment and business practices as well as external events and the supply chain, but they did not feel that their understanding of sustainability improved. Students in an economics class experienced less increase and knowledge and confidence than did students in either an introductory policy class or a values-oriented course about built systems.
机译:我们评估了一流的计算机游戏的影响,旨在培养学生对环境,经济和技术问题的复杂权权的理解。通过使用调查,文章和焦点群体作为仪器将结果与三种不同课程的结果进行比较,我们测量游戏在各种情况下的成功。学生增加了对供应链中的供应链和团队合作的自我评估知识,它们在环境和商业实践以及外部活动和供应链之间进行了联系,但他们并没有觉得他们对可持续性的理解得到了改善。经济学阶层的学生越来越少,而不是在介绍政策阶层或有关建筑系统的值导向的课程中的学生的增加和信心。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号