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Game-based learning in construction management courses: a case of bidding game

机译:建筑管理课程中基于游戏的学习:以竞标游戏为例

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Purpose - The game-based learning has been used very successfully in some areas of formal education. In construction management, there is an increased uptake of games in teaching and learning. Focusing on a bidding game, the purpose of this paper is to evaluate its ability in enhancing students' learning. The specific objectives are to: examine the effectiveness of the game as a teaching mechanism; explore students' learning experience, preference and motivation to participate in the game; and identify the relationship between game features and students' learning experience and overall satisfaction. Design/methodology/approach - This paper adopted a survey research design. A questionnaire survey was conducted in two universities in Australia, involving 100 students in the gameplay. Findings - The results show that the overall student feedback is positive with the vast majority of the students enjoying the learning experience. Students from both institutions have indicated their preference for group-based game sessions. However, the students have divergent opinions about the game incentive and motivation. It is found that there are significant correlations between some of the game features and students' learning experience and overall satisfaction. Practical implications - The bidding game clearly has potential for adaptation in construction bidding-related courses. Educators could consider incorporating the significant game features towards improving students' learning experience and overall satisfaction. Originality/value - Given there are limited studies that aimed at evaluating educational games, the student feedback in this research should facilitate more critical and reflective process for incorporating similar form of games in teaching construction management and bidding-related courses.
机译:目的-基于游戏的学习已在某些正规教育领域非常成功地使用。在建筑管理中,在教学中越来越多地采用游戏。着眼于竞标游戏,本文旨在评估其增强学生学习的能力。具体目标是:研究游戏作为一种教学机制的有效性;探索学生的学习经历,偏好和参加游戏的动机;并确定游戏功能与学生的学习经历和整体满意度之间的关系。设计/方法/方法-本文采用了调查研究设计。在澳大利亚的两所大学进行了问卷调查,其中有100名学生参加了游戏。调查结果-结果显示,在享受学习经历的绝大多数学生中,学生的总体反馈是积极的。来自这两个机构的学生都表示愿意参加基于小组的游戏。但是,学生对游戏的动机和动机有不同的看法。发现某些游戏功能与学生的学习经历和总体满意度之间存在显着的相关性。实际意义-竞标游戏显然具有适应与建筑竞标相关的课程的潜力。教育工作者可以考虑采用重要的游戏功能,以改善学生的学习体验和整体满意度。原创性/价值-鉴于旨在评估教育游戏的研究有限,该研究中的学生反馈应促进更关键和反思的过程,以将类似形式的游戏纳入教学建筑管理和与招标相关的课程中。

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