2014
DOI: 10.1080/03043797.2014.960511
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Using interactive online role-playing simulations to develop global competency and to prepare engineering students for a globalised world

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Cited by 23 publications
(19 citation statements)
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“…The clear communication of objectives makes engineering instruction more time‐ and cost‐efficient for instructors, students, and higher education institutions (Di Trapani & Clarke, ). Furthermore, the flexible structure of CBL allows for the implementation of additional pedagogical strategies that enhance student learning and student outcomes, including project‐based learning (Abdulaal et al, ; Dinsmore et al, ; Sommaruga et al, ), problem‐based learning (Veldman et al, ; Woodrow et al, ), experiential learning (Bensah et al, ; Di Trapani & Clarke, ; May et al, ), simulations/virtual reality (Lin et al, ; Tang, ), team‐based learning (Oladiran et al, ), and scaffolding (Evans et al, ).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The clear communication of objectives makes engineering instruction more time‐ and cost‐efficient for instructors, students, and higher education institutions (Di Trapani & Clarke, ). Furthermore, the flexible structure of CBL allows for the implementation of additional pedagogical strategies that enhance student learning and student outcomes, including project‐based learning (Abdulaal et al, ; Dinsmore et al, ; Sommaruga et al, ), problem‐based learning (Veldman et al, ; Woodrow et al, ), experiential learning (Bensah et al, ; Di Trapani & Clarke, ; May et al, ), simulations/virtual reality (Lin et al, ; Tang, ), team‐based learning (Oladiran et al, ), and scaffolding (Evans et al, ).…”
Section: Resultsmentioning
confidence: 99%
“…For instance, the score of an online educational game can be interpreted as a student's ability to complete the tasks needed to score points in the game. These tasks can require specific area knowledge and/or professional competencies such as teamwork and communication skills (Dallosta, ; May et al, ). Furthermore, online testing can accommodate computer adaptive evaluation of student knowledge and can provide students with automated feedback based on the module assessment (Hsu & Ho, ).…”
Section: Resultsmentioning
confidence: 99%
“…As suggested by the corpus analysis, a large proportion of studies link culture with nationality, with approximately half (15/31) of the papers taking an essentialist culture-as-given stance. These papers address the topic of culture, with the discussion focusing on educational projects in which participants were tasked to collaborate with people from other countries either directly (Arzberger et al, 2010;Jesiek, Haller, & Thompson, 2014;Mehalik, Lovell, & Shuman, 2008;Meunier, Dutto, Guillet, & Michau, 2007) or in geographically distributed virtual teams (Davies, Zaugg, & Tateishi, 2014;Gonzalez, Guerra-Zubiaga, Orta, & Contero, 2008;May, Wold, & Moore, 2015;McNair, Paretti, & Kakar, 2008;Zaugg & Davies, 2013). These authors, together with Downey et al (2006), LaFave et al (2015, Friesen and Ingram (2013), Hazelton, Malone, andGardner (2009), andSoibelman et al (2011), focus on the ability of graduates or professional engineers to work with others who have been raised or educated in "foreign" cultures (Swearengen, Barnes, Coe, Reinhardt, & Subramanian, 2002), countries, or language backgrounds.…”
Section: Close Readingsmentioning
confidence: 99%
“…At present, research into team role-playing includes the application of role-play in practical teaching (Alvarez et al , 2011; Wold et al , 2013); the influence of role-playing on student social behavior and psychological development (Alvarez et al , 2011; May et al , 2015); and the application of the role-playing method in simulation evaluation (Huesca et al , 2010). Software engineering (Zuppiroli et al , 2012) and manufacturing engineering management (Rajan et al , 2010) have been the subject of role-playing, with the focus on biomedical education (Blagosklonov et al , 2006), engineering ethics (Prince, 2006), oral communication skills (Sindre, 2005) and learning-games applications (Duarte et al , 2011), which implies the suitability of team role-playing to cultivate problem-solving skills in such ITREs as BIM (Bennett et al , 2007).…”
Section: Literature Reviewmentioning
confidence: 99%