16Uso de un entorno virtual de aprendizaje ludificado como estrategia didáctica en un curso de pre-cálculo: Estudio de caso en la Universidad Nacional de Colombia 
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RISTI - Revista Ibérica de Sistemas e Tecnologias de Informação

 ISSN 1646-9895

KIKOT, Tatiana; FERNANDES, Silvia    COSTA, Gonçalo. Potential of game-based learning: A case study at the University of Algarve. []. , 16, pp.17-29. ISSN 1646-9895.  https://doi.org/10.17013/risti.16.17-29.

Current cases and challenges include new ways of learning and skills' development. It is increasingly necessary to invest on ourselves in terms of competences and creativity. Games and simulations, possibly associated with virtual environments, represent a potential for new careers or adaptations. A case is the game Cesim Simbrand which involves students in a virtual marketing environment where they get unmatched experience on teamwork and problem solving. Most students surveyed referred the result of greater involvement in learning associated with the realistic dynamics of the game. Such games can be complemented with virtual worlds and augmented reality in order to analyze the integration in other activities/ businesses or other contexts. This will have implications to consider in programs, modes of teaching/learning, learning locations and potential careers.

: games; simulations; higher education; learning; augmented reality.

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