Literaturnachweis - Detailanzeige
Autor/inn/en | Sevim-Cirak, Nese; Yildirim, Zahide |
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Titel | Educational Use and Motivational Elements of Simulation Games for Mining Engineering Students: A Phenomenological Study |
Quelle | In: European Journal of Engineering Education, 45 (2020) 4, S.550-564 (15 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Sevim-Cirak, Nese) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0304-3797 |
DOI | 10.1080/03043797.2019.1666797 |
Schlagwörter | Computer Simulation; Computer Games; Educational Games; Mining; Engineering Education; Visualization; Educational Benefits; Addictive Behavior; Time Management; Barriers; Learning Motivation; Information Seeking; Hypothesis Testing; Decision Making; Experiential Learning; Foreign Countries; Turkey Computergrafik; Computersimulation; Computer game; Computerspiel; Computerspiele; Educational game; Lernspiel; Abbau; Ingenieurausbildung; Visualisation; Visualisierung; Bildungsertrag; Zeitmanagement; Motivation for studies; Lernmotivation; Informationserschließung; Hypothesenprüfung; Hypothesentest; Decision-making; Entscheidungsfindung; Experiental learning; Erfahrungsorientiertes Lernen; Ausland; Türkei |
Abstract | This phenomenological study investigates mining engineering students' game playing experiences for educational purposes and seeks to understand the essence of their experiences. In this study, three non-gamer and three-gamer mining engineering students were selected through a criterion sampling method, and then data were collected through in-depth phenomenological interviews and focus group interviews. The study showed that visualisation, learning by doing and motivation were the common themes for the benefits of the use of games in education, whereas addiction, underestimation and time management emerged as the possible problems. Motivational elements were found to be challenge, curiosity, control, information seeking, observation, assessment, hypothesis building and decision making that shaped the participants' experiences. However, games' effect changed based on the personal characteristics and interests of the students. It can be claimed that the findings of this study indicate promising results in the use of games in mining engineering education. (As Provided). |
Anmerkungen | Taylor & Francis. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |