Using games and simulation to enchance learning
Abstract
In recent years, there has been a significant increase in the emphasis on student-centred active learning in higher education. One effective way to enhance student engagement is through the use of serious games. Unlike traditional games, which focus mainly on entertainment, serious games are designed to achieve educational objectives such as imparting knowledge, providing interactive training, and more.
This paper shares experiences of games and simulations to enhance learning in TBA4157, “Project-Based Production,” a course taught in the third year of the integrated master’s program in civil engineering at the Norwegian University of Science and Technology. It highlights the effectiveness of these tools in helping students understand core theoretical concepts and in fostering long-term knowledge retention.
The insights gained from conducting digital games during the COVID-19 pandemic underscored the superiority of physical, in-person games, despite the current trend toward digitalization. The paper examines the limitations of traditional lectures and advocates for integrating games and simulations as superior teaching tools, advocating for a shift toward more interactive and engaging methods in future course delivery.
Downloads
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Frode Drevland
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All innhold i Læring om læring er publisert med cc lisens
Navngivelse-IkkeKommersiell-Ingen bearbeidelser 4.0 Internasjonal (CC BY-NC-ND 4.0)
Du har lov til å Dele — kopiere, distribuere og spre verket i hvilket som helst medium eller format
På følgende vilkår:
Navngivelse — Du må oppgi korrekt kreditering
IkkeKommersiell — Du kan ikke benytte materialet til kommersielle formål.
IngenBearbeidelser — Dersom du remixer, bearbeider eller bygger på materialet, kan du ikke distribuere det endrede materialet.