BibTex RIS Kaynak Göster

DESIGNING OF A LEARNING ENVIRONMENT FOR TEACHING OF DECISION-MAKING PROCESSES

Yıl 2016, , 302 - 310, 26.08.2016
https://doi.org/10.18768/ijaedu.26895

Öz

This paper aims to present an e-learning environment initiative to train students in decision-making processes. The project consists in a learning environment based in gamification where a student can play in some situations while the psychological profile description is generated in background. The learning environment allows assessing student in the decision-making processes through some psychological competences related with the decision-making. These competences are: a) conviction ability, self-confidence; b) orientation to be a methodical and planner person; c) the ability to keep a dynamism and concentration level; d) the self-control in some eventualities; e) the characteristics that shows a persevering person, who insists in the consecution of goals; and f) the features of integrity, while exists coherence between the actions with that proposes. The environment proposes some tips to enhance the psychological skills. These final game statistics deploy several characteristics, graphics and possible actions to improve psychological skills. In the validation process, the product obtained as a web application for managing a learning environment in decision-making skills for students, the application obtained subjective impressions of all participants and demonstrated the potential value of the approach to learning of decision-making. The purpose of this evaluation was to get values with which to analyze the feedback about decision-making and other basics skills to improve. The gamification of the teaching processes allows adding attractive features to motivate the student to engage with academic issues. In complement to this situation, the use of game consolidates as go-between to characterize details of student difficulties, along with the possible improve actions.

Keywords: gamification, decision-making, e-learning, learning environment, psychological competences. 

Kaynakça

  • Albadán-Romero, J., & Gaona-García, P. (2015). Modelo de actividades para la caracterización de procesos de toma de decisiones no programadas enmarcadas en escenarios de negociación. Research in Computing Science, Vol. 108, ISSN: 1870-4069, (pp. 1899-1106).
  • Alles, M. A. (2005). Gestión por competencias: el diccionario: Ediciones Granica SA.
  • Amason, A. C., & Schweiger, D. M. (1994). Resolving the paradox of conflict, strategic decision making, and organizational performance. International Journal of Conflict Management, 5(3), 239-253.
  • Assis Rodrigues, S., & de Souza, J. M. (2011). A Web Tool to Analyse Negotiation Behavior. Paper presented at the Multimedia and Ubiquitous Engineering (MUE), 2011 5th FTRA International Conference on.
  • Azadegan, A., & Riedel, J. C. K. H. (2012). Serious Games Integration in Companies: A Research and Application Framework. Paper presented at the Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on.
  • Bruzzone, A. G., Massei, M., Tremori, A., Poggi, S., Nicoletti, L., & Baisini, C. (2014). Simulation as enabling technologies for agile thinking: Training and education aids for decision makers. International Journal of Simulation and Process Modelling, 9(1-2), 113-127.
  • Burke, B. (2012). Gamification 2020: What Is the Future of Gamification? Gartner, Inc., Nov, 5.
  • Conn, S. R., & Rieke, M. L. (1994). 16PF fifth edition technical manual: Institute for Personality & Ability Testing, Incorporated.
  • Corrigan, S., Zon, G., Maij, A., McDonald, N., & Mårtensson, L. (2015). An approach to collaborative learning and the serious game development. Cognition, Technology & Work, 17(2), 269-278.
  • Goasduff, L., & Pettey, C. (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes: Gartner Press Release. Available at http://www.gartner.com/newsroom/id/1629214.
  • Jones, G. R. (2010). Organizational theory, design, and change (Fifth ed.): Pearson Upper Saddle River.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons.
  • Lagro, J., Van de Pol, M., Laan, A., Huijbregts-Verheyden, F., Fluit, L., & Olde Rikkert, M. (2014). A Randomized Controlled Trial on Teaching Geriatric Medical Decision Making and Cost Consciousness With the Serious Game GeriatriX. Journal of the American Medical Directors Association.
  • Maslow, A. H. (1943). A theory of human motivation. Psychological review, 50(4), 370.
  • Maxwell, J. C. (2015). El manual de liderazgo: 26 lecciones fundamentales que todo líder necesita: Thomas Nelson Inc.
  • Riedel, J. C. K. H., & Hauge, J. B. (2011, 20-22 June 2011). State of the art of serious games for business and industry. Paper presented at the Concurrent Enterprising (ICE), 2011 17th International Conference on.
  • Vidani, A. C., Chittaro, L., & Carchietti, E. (2010, 25-26 March 2010). Assessing Nurses' Acceptance of a Serious Game for Emergency Medical Services. Paper presented at the Games and Virtual Worlds for Serious Applications (VS-GAMES), 2010 Second International Conference on.
  • Wang, Y., Dong, L., & Ruhe, G. (2004, 16-17 Aug. 2004). Formal description of the cognitive process of decision making. Paper presented at the Cognitive Informatics, 2004. Proceedings of the Third IEEE International Conference on.
  • Wang, Y., Patel, S., Patel, D., & Ying, W. (2003, 18-20 Aug. 2003). A layered reference model of the brain. Paper presented at the Cognitive Informatics, 2003. Proceedings. The Second IEEE International Conference on.
  • Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business: Wharton Digital Press.
  • Williams, F. M., Kapralos, B., Hogue, A., Murphy, B. M., & Weckman, E. J. (2014). Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review. Fire Technology.
  • Winn, B. M. (2009). The Design, Play, and Experience Framework. In E. F. Richard (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1010-1024). Hershey, USA: IGI Global.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: " O'Reilly Media, Inc.".

Javier Albadán-Romero1*, Paulo Alonso Gaona-García2

Yıl 2016, , 302 - 310, 26.08.2016
https://doi.org/10.18768/ijaedu.26895

Öz

Kaynakça

  • Albadán-Romero, J., & Gaona-García, P. (2015). Modelo de actividades para la caracterización de procesos de toma de decisiones no programadas enmarcadas en escenarios de negociación. Research in Computing Science, Vol. 108, ISSN: 1870-4069, (pp. 1899-1106).
  • Alles, M. A. (2005). Gestión por competencias: el diccionario: Ediciones Granica SA.
  • Amason, A. C., & Schweiger, D. M. (1994). Resolving the paradox of conflict, strategic decision making, and organizational performance. International Journal of Conflict Management, 5(3), 239-253.
  • Assis Rodrigues, S., & de Souza, J. M. (2011). A Web Tool to Analyse Negotiation Behavior. Paper presented at the Multimedia and Ubiquitous Engineering (MUE), 2011 5th FTRA International Conference on.
  • Azadegan, A., & Riedel, J. C. K. H. (2012). Serious Games Integration in Companies: A Research and Application Framework. Paper presented at the Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on.
  • Bruzzone, A. G., Massei, M., Tremori, A., Poggi, S., Nicoletti, L., & Baisini, C. (2014). Simulation as enabling technologies for agile thinking: Training and education aids for decision makers. International Journal of Simulation and Process Modelling, 9(1-2), 113-127.
  • Burke, B. (2012). Gamification 2020: What Is the Future of Gamification? Gartner, Inc., Nov, 5.
  • Conn, S. R., & Rieke, M. L. (1994). 16PF fifth edition technical manual: Institute for Personality & Ability Testing, Incorporated.
  • Corrigan, S., Zon, G., Maij, A., McDonald, N., & Mårtensson, L. (2015). An approach to collaborative learning and the serious game development. Cognition, Technology & Work, 17(2), 269-278.
  • Goasduff, L., & Pettey, C. (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes: Gartner Press Release. Available at http://www.gartner.com/newsroom/id/1629214.
  • Jones, G. R. (2010). Organizational theory, design, and change (Fifth ed.): Pearson Upper Saddle River.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons.
  • Lagro, J., Van de Pol, M., Laan, A., Huijbregts-Verheyden, F., Fluit, L., & Olde Rikkert, M. (2014). A Randomized Controlled Trial on Teaching Geriatric Medical Decision Making and Cost Consciousness With the Serious Game GeriatriX. Journal of the American Medical Directors Association.
  • Maslow, A. H. (1943). A theory of human motivation. Psychological review, 50(4), 370.
  • Maxwell, J. C. (2015). El manual de liderazgo: 26 lecciones fundamentales que todo líder necesita: Thomas Nelson Inc.
  • Riedel, J. C. K. H., & Hauge, J. B. (2011, 20-22 June 2011). State of the art of serious games for business and industry. Paper presented at the Concurrent Enterprising (ICE), 2011 17th International Conference on.
  • Vidani, A. C., Chittaro, L., & Carchietti, E. (2010, 25-26 March 2010). Assessing Nurses' Acceptance of a Serious Game for Emergency Medical Services. Paper presented at the Games and Virtual Worlds for Serious Applications (VS-GAMES), 2010 Second International Conference on.
  • Wang, Y., Dong, L., & Ruhe, G. (2004, 16-17 Aug. 2004). Formal description of the cognitive process of decision making. Paper presented at the Cognitive Informatics, 2004. Proceedings of the Third IEEE International Conference on.
  • Wang, Y., Patel, S., Patel, D., & Ying, W. (2003, 18-20 Aug. 2003). A layered reference model of the brain. Paper presented at the Cognitive Informatics, 2003. Proceedings. The Second IEEE International Conference on.
  • Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business: Wharton Digital Press.
  • Williams, F. M., Kapralos, B., Hogue, A., Murphy, B. M., & Weckman, E. J. (2014). Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review. Fire Technology.
  • Winn, B. M. (2009). The Design, Play, and Experience Framework. In E. F. Richard (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1010-1024). Hershey, USA: IGI Global.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: " O'Reilly Media, Inc.".
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Javier Albadán-romero

Paulo Alonso Gaona-garcía

Yayımlanma Tarihi 26 Ağustos 2016
Gönderilme Tarihi 22 Ağustos 2016
Yayımlandığı Sayı Yıl 2016

Kaynak Göster

EndNote Albadán-romero J, Gaona-garcía PA (01 Ağustos 2016) DESIGNING OF A LEARNING ENVIRONMENT FOR TEACHING OF DECISION-MAKING PROCESSES. IJAEDU- International E-Journal of Advances in Education 2 5 302–310.

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