Beschreibung

BuGAM addresses two aspects, in the context of innovative training methods (game-based training, constructivism) and in the context of education facing COVID-19 pandemic. Education is a key factor of economic development and the COVID-19 pandemic has hit it dramatically, forcing millions of students and teachers into distance learning. Distance learning can be very effective process but it requires correct teaching techniques and tools, skills of teachers and students' shift into online learning. Moreover despite the pandemic, today we observe a specific paradigmatic turn in academic teaching, based on the constructivism approach, expressed in the formula “the shift from teaching to learning”, which emphasizes shifting the focus from the approach based on the transmission of educational content towards students and the role of the teacher as a facilitator (Barr, Tagg, 2000 as cited by: Sajdak, 2013; Malewski, 2010; Dylak, 2009). Among scholars who advocate this approach to learning and teaching at university are, among others, Ramsden, 1992, Biggs, Tang, 2007; Entwistle, Ramsden, 1983; Prosser, Trigwell, 2014). These authors suggest that the directive, expository teaching process should be replaced by the process with students and their multilateral activity at its center. Thus, they propose a shift from theory and educational concepts based on the behavioral paradigm to the constructivist, humanistic, or even critical-emancipation paradigms (Sajdak, 2013). Constructivism assumes active and emotional involvement of learners in the process, based on their preknowledge social interactions. The virtual business strategic game, which we will develop within the BuGAM project refers to both aspects. Game-based training offers exactly the approach indicated in the literature and EU policies. As games offer people engaging and motivating experiences, incorporating game elements into the training, let the learners to be motivated and engaged, student/employee is in the center of the event, reality is all around. By all that, our virtual strategic game refers to the contemporary constructivism approach in education. On the other hand, our virtual strategic game is based on software, is played online, is supported by ICT with orientation on work-based learning and action-learning approach

Details

Projektzeitraum 01.03.2021 - 31.08.2023
Fördergeber EU
Förderprogramm
Erasmus+
Department

Department für Wissens- und Kommunikationsmanagement

Projekt­verantwortung (Universität für Weiterbildung Krems) Mag. Kay Mühlmann

Partner

Poznań University of Economics and Business

https://ue.poznan.pl/en/

Prof. Maciej Zukowski PhD
Dr. Maciej Pietrzykowski

Objectives

To answer these challenges, we intend to develop a virtual business strategic game which was initially created by PUEB and successfully used in face-to-face lectures. Our first experience with the use of our game in suddenly implemented online education shows its high effectiveness in answering COVID-19 challenges but also we realized the improvements needed to be done to make it more self-playable for students. That is why we will combine the game with movie education and implement movies regarding both the logic of the game and strategic management aspects into one software.

Main aim:

  • To deliver the sophisticated business simulation tools by combining the game with movie education - virtual business strategic game supporting online education at universities in COVID-19 pandemic time

Specific aims:

  • To develop the architecture of the strategic games while adjusting the tool to the requirement of online teaching process, together with quality assurance and effectiveness assessment,
  • To develop the engine of virtual strategic game (new functionalities for teachers and students)
  • To create, test and implement new game scenario
  • To create movies introducing the logic of the game and the user panel
  • To develop education movies supporting in business education as integral part of game engine
  • To deliver quality assurance confirming the quality of the business simulation as the suitable online teaching tool in the COVID area.

Expected Results

Having products of the project developed, we expect the following results:

  1. Higher competencies of the target group representatives (business students) as far as key competencies are concerned (business system thinking, internationalization, strategic thinking, decision making, performance management, problem resolution, strategic management, teamwork, employee and stakeholder development, communication skills),
  2. Higher competencies of the teachers using developed curricula and business simulation games as the teaching tool,
  3. Higher efficiency of higher education facing the COVID-19 pandemic,
  4. Increased understanding and interest for the business simulation games used as the teaching technique
  5. Enriched training resources, publicly and free of charge available for academic community.

Team

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