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


Duration 01/03/2021 - 28/02/2023
Funding EU

Department for Knowledge and Communication Management

Principle investigator for the project (Danube University Krems) Mag. Kay Mühlmann
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