Serious games and experiential learning:options for engineering education

dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.affiliationhttps://ror.org/05j0ve876es_MX
dc.contributor.authorPacheco Velázquez, Ernesto Armando
dc.contributor.authorSalinas Navarro, David Ernesto
dc.contributor.authorRamírez Montoya, María Soledad
dc.date.accessioned2023-09-12T22:54:44Z
dc.date.available2023-09-12T22:54:44Z
dc.date.issued2023-09-04
dc.description.abstractThis research delves into the use of simulation games as a learning tool in logistics education, with a focus on the Logistics Simulator and Production Game Simulator. Through an analysis of these two cases, relevant findings were uncovered. Firstly, simulation games can recreate concrete experiences, allowing students to engage with challenging problems in a practical manner. In addition, simulation games offer a platform for experimentation with diverse scenarios, enabling students to hone their decision-making skills in a safe environment. Furthermore, the degree of motivation and engagement exhibited by students was found to be positively correlated with their experience gained through simulators. However, while the results obtained from the simulator were associated with student motivation and engagement, the study did not yield conclusive evidence in terms of student learning outcomes. The findings underscore the significance of employing strategies that enhance student motivation and support deep learning, thereby enabling students to apply and transfer knowledge to new situations. Notably, simulation games have great potential in logistics education as they facilitate faster and more enjoyable comprehension of key decision-making factors. Nevertheless, limitations of this study include the small sample size in both cases, which restricts generalizability, and the lack of consideration for sociodemographic factors in the baseline survey. Future research should address these limitations for more reliable findings on the specific needs of students in game-based and experiential learning contexts.es_MX
dc.format.mediumTextoes_MX
dc.identificator4||58||5801es_MX
dc.identifier.citationPacheco-Velazquez, E., Salinas Navarro, D. & Ramírez-Montoya, M.S. (2023). Serious Games and Experiential Learning: Options for Engineering Education. International Journal of Serious Games 10(3). https://doi.org/10.17083/ijsg.v10i3.593es_MX
dc.identifier.doihttps://doi.org/10.17083/ijsg.v10i3.593
dc.identifier.issue3es_MX
dc.identifier.journalInternational Journal of Serious Gameses_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-6771-699Xes_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-7919-4885es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-1274-706Xes_MX
dc.identifier.urihttps://hdl.handle.net/11285/651144
dc.identifier.volume10es_MX
dc.language.isoenges_MX
dc.publisherUniversità di Genovaes_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://journal.seriousgamessociety.org/index.php/IJSG/article/view/593es_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.countryItalia / Italyes_MX
dc.subject.keywordSerious Gameses_MX
dc.subject.keywordEngineering educationes_MX
dc.subject.keywordEducational innovationes_MX
dc.subject.keywordHigher educationes_MX
dc.subject.keywordExperiential learninges_MX
dc.subject.keywordGame-based Learninges_MX
dc.subject.lcshEducationes_MX
dc.titleSerious games and experiential learning:options for engineering educationes_MX
dc.typeArtículo

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