2019
DOI: 10.1007/978-3-030-11932-4_69
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Design, Creation and Evaluation of TEAM, A Serious Game for Teamwork Development

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Cited by 6 publications
(5 citation statements)
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“…In the study of Sung and Hwang [35], the collaboration experience of players was determined by the self-efficacy of group learning questionnaire. Sereti et al [36] designed a game to improve players' seven types of teamwork skills as measured by a survey: ideas person, compromiser, evaluator, leader, summariser, recorder and encourager. Hou [37] examined players' behaviours patterns through game logs and identified three main indicators of collaboration: Talk (Discussions and Conversations), Group-work and Trading of items.…”
Section: Methodsmentioning
confidence: 99%
“…In the study of Sung and Hwang [35], the collaboration experience of players was determined by the self-efficacy of group learning questionnaire. Sereti et al [36] designed a game to improve players' seven types of teamwork skills as measured by a survey: ideas person, compromiser, evaluator, leader, summariser, recorder and encourager. Hou [37] examined players' behaviours patterns through game logs and identified three main indicators of collaboration: Talk (Discussions and Conversations), Group-work and Trading of items.…”
Section: Methodsmentioning
confidence: 99%
“…Hence, digital transformation is not a new issue of debate although the education experts started to talk about it more often after the COVID-19 pandemic (Auer & Tsiatsos, 2019; Nichols, 2020; West, 2013). It would not be wrong to extend the association of new media platforms and education to the times when and where the internet started to be used in the late nineties (Wang & Nuttall, 2018).…”
Section: Education and Digitalization During Covid-19mentioning
confidence: 99%
“…La transformación digital, por tanto, no es nueva en el debate actual, aunque los expertos en educación comenzaron a debatir este tema con mayor intensidad tras el advenimiento de la pandemia (Auer & Tsiatsos, 2019; Nichols, 2020; West, 2013). No sería erróneo extender el vínculo de las nuevas plataformas y la educación al momento en que se comenzó a utilizar Internet, a finales de la década de los 90 (Wang & Nuttall, 2018).…”
Section: Educación Y Digitalización Durante La Pandemiaunclassified
“…It is similar to problem-based learning, but the problem scenarios are integrated into a game (Tsai & Fan, 2013). GBL includes the design of educational or serious games and requires educators to integrate best practices of a game in the traditional curriculum design process (Sereti, et al, 2020;Alaswad & Nadolny, 2015). The term DGBL (Digital Game-based Learning) has an additional restriction -that the games have to be digital.…”
Section: Terminological Definition Of Terms Game-based Learning Serious Games and Educational Gamesmentioning
confidence: 99%