2019
DOI: 10.3390/informatics6030042
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Company–University Collaboration in Applying Gamification to Learning about Insurance

Abstract: Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance… Show more

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Cited by 8 publications
(7 citation statements)
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“…A significant problem that many schools and educators are facing today, is that lacking the motivation and interest to learn. So that part of the role of the teacher is managing learner motivation (Rojo et al, 2019). Other studies state that Gamification is a tool to increase motivation by using the elements of games in student education (Annansingh, 2018).…”
Section: Motivation In Educationmentioning
confidence: 99%
“…A significant problem that many schools and educators are facing today, is that lacking the motivation and interest to learn. So that part of the role of the teacher is managing learner motivation (Rojo et al, 2019). Other studies state that Gamification is a tool to increase motivation by using the elements of games in student education (Annansingh, 2018).…”
Section: Motivation In Educationmentioning
confidence: 99%
“…The work of Teresa Rojo, Myriam González-Limón, and Asunción Rodríguez-Ramos [1] studies the use of a serious game, BugaMAP, for university teaching about insurance and evaluates its potential both objectively and subjectively. To do so, the authors propose a student opinion questionnaire evaluating the BugaMAP game (subjective evaluation); and the analysis of the patterns of the gamification of learning contained in the game (objective evaluation).…”
Section: Games As Teaching Toolsmentioning
confidence: 99%
“…For Razzaq and Zia [4], the "Cloud definition says everything is available everywhere at any time". Gamification is one of the great technological advances of the last decades [5] and a term that gained recognition in 2010. Deterding et al [6] defined gamification as "the use of game design elements in non-game contexts".…”
Section: Introductionmentioning
confidence: 99%
“…The implementation of gamification in the cloud would reduce the costs incurred by educational institutions [5]. The operational cost of data centres has been an issue exposed in the scientific literature.…”
Section: Introductionmentioning
confidence: 99%