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T&L 01: Games, Theory and Skills
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Presentations | |
Beyond Theoretical Problems: Role Playing in Education Maastricht University, Netherlands, The A constructivist approach to education traditionally requires the use of problems. This allows students to explore the knowledge that they have on the subject and it allows them to reflect on the knowledge that is still missing. This approach also lends itself well to the development of soft-skills through role-play, unfortunately, studies on the impact of role-play on education are rare. In this paper, I will discuss the development and testing of a game that I developed specifically to improve in-class participation. The paper uses the Collaborative Problem Solving Framework in order to identify key obstacles to in-class participation and gamifies those obstacles. For instance the degree of variance between perceived competence amongst students has shown to cause to free riding, to combat this obstacle the card game instructs highly confident students to give factually incorrect answers, and it requires less confident students to correct these students. It is theorized that practicing these types of interactions will challenge students and help them develop positive outcome expectations in relation to expressing their opinions. The main hypothesis that will be examined in this paper is whether soft-skills can be improved through role-play and whether those improvements lead to higher grades. This paper will be built on the theoretical foundation of Problem-Based Learning as it was adopted by the University of Maastricht and the Collaborative Problem Solving framework. For the reviewing committee: I can also provide interactive workshops focussing on educators playing the game. Introducing Gamification in Teaching International Relations in Eurasian Context: results of teaching experiment in Armenia, Russia and Tajikistan 2016-2024 Euro-Gulf Information Center, Italy Gamification is known to be a recognised method of managing business companies’ personnel performance and motivation. In modern Eurasian countries this practice is now gaining popularity in universities. Despite criticism from the advocates of traditional methods of education, the scale and variety of gamification methods and means introduced are slowly incorporated into the curriculum even as obligatory teaching practices. |