Perceptions and reflections about a non-digital game-based learning activity for economic theory

被引:2
|
作者
Cortes, Niris [1 ]
Bakit, Jose [2 ,3 ]
Burgos-Fuster, Valeria [4 ]
Araya-Pinones, Angelo [5 ]
Bonilla, Enzo [1 ]
Veas-Garcia, Paulina [6 ]
Jorquera, Mario [7 ]
Castillo-Rosales, Monica [8 ]
机构
[1] Univ Catolica Norte, Fac Ciencias Mar, Escuela Prevenc Riesgos & Medioambiente, Coquimbo, Chile
[2] Univ Catolica Norte, Fac Ciencias Mar, Dept Acuicultura, Coquimbo, Chile
[3] Univ Santiago de Compostela, Dept Appl Econ, EqualSea Lab CRETUS, La Coruna, Spain
[4] Univ Catolica Norte, Direcc Innovac Docente & Desarrollo Curricular DID, Antofagasta, Chile
[5] Univ Catolica Norte, Programa Magister Gest Ambiental, Coquimbo, Chile
[6] Univ Catolica Norte, Escuela Educ, Coquimbo, Chile
[7] Univ Catolica Norte, Inst Polit Publ, Coquimbo, Chile
[8] Univ Catolica Norte, Dept Estudiantil, Coquimbo, Chile
关键词
Game-based learning; Active learning; Students' perceptions; Role-playing; Classroom market; HIGHER-EDUCATION; SIMULATIONS; COMPETENCES; CLASSROOM;
D O I
10.1016/j.learninstruc.2024.102007
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background: The mastery of economic theory in societies immersed in a globalised world requires the formation of reflective and socially engaged students prepared to guide today's economies. Game-based learning is a useful tool for learning economic theory due to the instruction of knowledge and skills training in an environment that simulates real-world situations. Aims: This study established university students' perceptions of and reflections on non-digital learning activities based on long-term market games in the classroom. Sample: Participants were 192 undergraduate students . Methods: The Mercadito is a competitive classroom market game that invited students (household role) to lease their economic factors of production and, with their payment, consume the goods and services offered by other students (company role). A qualitative study was conducted (n = 27). Data were collected through focus groups and in-depth semi-structured interviews. The information was transcribed, coded, and analysed by the saturation of information principle. Results: The students highlighted Mercadito as a dynamic and didactic learning activity that reflected the reality of the economy. Other reflections highlighted that (a) indebtedness allows access to consumption, while payment strategies are sought, (b) inequality is not only an economic issue, and (c) competition in the market must be ensured so that benefits are received by both households and companies. Conclusions: Students perceived behaviours such as solidarity, honesty, and collaboration, and other opposites such as collusion, cheating, and unbridled ambition. Mercadito also showed potential as a laboratory for predicting socio-economic behaviours both in local economies and in countries with different economic systems.
引用
收藏
页数:9
相关论文
共 50 条
  • [21] The Effectiveness of Game-Based Learning on Students' Mnemonic Techniques and Perceptions
    Shen, Chun-Yi
    Chen, Ming-Puu
    Chen, Nian-Shing
    Chuang, Tsung-Yen
    Huang, Ya-Ching
    PROCEEDINGS OF THE 5TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2011, : 553 - 561
  • [22] Teacher perceptions of the value of game-based learning in secondary education
    Huizenga, J. C.
    ten Dam, G. T. M.
    Voogt, J. M.
    Admiraal, W. F.
    COMPUTERS & EDUCATION, 2017, 110 : 105 - 115
  • [23] Competition and students' perceptions in a game-based language learning environment
    Vandercruysse, Sylke
    Vandewaetere, Mieke
    Cornillie, Frederik
    Clarebout, Geraldine
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2013, 61 (06): : 927 - 950
  • [24] Competition and students’ perceptions in a game-based language learning environment
    Sylke Vandercruysse
    Mieke Vandewaetere
    Frederik Cornillie
    Geraldine Clarebout
    Educational Technology Research and Development, 2013, 61 : 927 - 950
  • [25] Examining Learners' Reflections over Time During Game-Based Learning
    Dever, Daryn A.
    Cloude, Elizabeth B.
    Azevedo, Roger
    ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2021), PT II, 2021, 12749 : 129 - 133
  • [27] EXPERIENCES WITH USE OF APPLIED DIGITAL GAME-BASED LEARNING IN HUMANIORA
    Talmo, Vegard
    Einum, Even
    ICERI2014: 7TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION, 2014, : 4022 - 4026
  • [28] Design of Digital Game-based Learning in Elementary School Mathematics
    Chen, Hong-Ren
    Jian, Chen-Hui
    Lin, Wen-Shen
    Yang, Pen-Chen
    Chang, Han-Yun
    2014 7TH INTERNATIONAL CONFERENCE ON UBI-MEDIA COMPUTING AND WORKSHOPS (UMEDIA), 2014, : 322 - 325
  • [29] A Review of Trends in Digital Game-Based Language Learning Research
    Hung, Hsiu-Ting
    Chang, Jo-Ling
    Yeh, Hui-Chin
    2016 IEEE 16TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), 2016, : 508 - 512
  • [30] Pharmacy student experience, preference, and perceptions of gaming and game-based learning
    Ng, Shiow-Fern
    Dawie, Dorothy Diliana Shalilan Anak
    Chong, Wei-Wen
    Jamal, Jamia Azdina
    Abd.Abd Ahman, Siti Noraisyah
    Jamal, Jazmi Izwan
    CURRENTS IN PHARMACY TEACHING AND LEARNING, 2021, 13 (05) : 479 - 491