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Case Study Report on Facilitation Interventions to Increase Learning Effectiveness in Game Simulations

de Wijse-van Heeswijk, Marieke (författare)
Radboud University, Nijmegen, the Netherlands
Rouwette, Etiënne (författare)
Radboud University, Nijmegen, the Netherlands
van Laere, Joeri, 1974- (författare)
Högskolan i Skövde,Institutionen för informationsteknologi,Forskningsmiljön Informationsteknologi,Information systems
 (creator_code:org_t)
1
Cham : Springer, 2023
2023
Engelska.
Ingår i: Simulation for Participatory Education. - Cham : Springer. - 9783031210105 - 9783031210112 ; , s. 87-114
  • Bokkapitel (refereegranskat)
Abstract Ämnesord
Stäng  
  • Two extreme case studies are highlighted in this follow-up chapter (this is a practical case study following up on Chap. 4 with a theoretical base) on how facilitators can enhance learning via interventions. Case study 1 consists of a positive open simulation game (learning results and goals achieved), containing optimized conditions for learning and several facilitated interventions per game phase. The open simulation game case study delivered learning early on in the gameplay and resulted in mainly third-order learning (learning to learn, a well-developed role perspective on how one can add value from their role). Case study 2 consists of a negative rule-based simulation game (goals were not achieved, few learnings) with diminished learning conditions and the lack of impact of facilitated interventions per game phase. The learning results of the negative case study 2 were limited because participants did not perceive the game as useful and experienced the mainly content-oriented interventions by the facilitator not as helpful. The extraneous cognitive load resulting from the gameplay disturbed the effect of the process interventions by the facilitator, so participants did not learn from the guidance the facilitator tried to provide. Discussing these two opposite extreme case studies provides an overview of what conditions favour learning and what interventions contribute to learning. In the previous chapter, it was highlighted that facilitators can enhance learning complexity reduction (or attenuation) and skill enlargement (amplification). In the case studies, the types of interventions performed are highlighted and explained so they provide two contextualized examples of how interventions added or left out have effect on learning combined with the internal conditions of the rule-based and the open simulation game.

Ämnesord

SAMHÄLLSVETENSKAP  -- Medie- och kommunikationsvetenskap -- Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning (hsv//swe)
SOCIAL SCIENCES  -- Media and Communications -- Information Systems, Social aspects (hsv//eng)
NATURVETENSKAP  -- Data- och informationsvetenskap -- Systemvetenskap, informationssystem och informatik (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Information Systems (hsv//eng)

Nyckelord

Facilitation
Intervention
Learning effectiveness
Debriefing
Reflection
Instructional design
Rule-based simulation games
Open simulation games
Information Systems
Informationssystem (IS)

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