A4 Artikkeli konferenssijulkaisussa
Identifying Challenges in Virtual Teams : A Case Study of Teamwork in a Game-based Learning Environment (2022)


Syynimaa, K., Lainema, K., & Lainema, T. (2022). Identifying Challenges in Virtual Teams : A Case Study of Teamwork in a Game-based Learning Environment. In D. G. Sampson, D. Ifenthaler, & P. Isaías (Eds.), CELDA 2022 : Proceedings of the 19th International Conference on Cognition and Exploratory Learning in the Digital Age (pp. 97-104). IADIS Press. https://doi.org/10.33965/celda2022_202207l013


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatSyynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo

EmojulkaisuCELDA 2022 : Proceedings of the 19th International Conference on Cognition and Exploratory Learning in the Digital Age

Emojulkaisun toimittajatSampson, Demetrios G.; Ifenthaler, Dirk; Isaías, Pedro

Konferenssi:

  • IADIS International Conference Cognition and Exploratory Learning in Digital Age

Konferenssin paikka ja aikaLisbon, Portugal8.-10.11.2022

eISBN978-989-8704-43-6

Julkaisuvuosi2022

Artikkelin sivunumerot97-104

Kirjan kokonaissivumäärä375

KustantajaIADIS Press

JulkaisumaaPortugali

Julkaisun kielienglanti

DOIhttps://doi.org/10.33965/celda2022_202207l013

Pysyvä verkko-osoitehttps://www.iadisportal.org/digital-library/identifying-challenges-in-virtual-teams-a-case-study-of-teamwork-in-a-game-based-learning-environment

Julkaisun avoin saatavuusMuulla tavalla avoin

Julkaisukanavan avoin saatavuus

Verkko-osoite, jossa julkaisu vapaasti saatavillahttps://www.celda-conf.org/wp-content/uploads/2022/11/1_CELDA2022_F_114.pdf


Tiivistelmä

Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of challenges the students encounter in virtual teamwork in GBL. Data of the study stems from gaming sessions in which teams of 5-7 students worked in a virtual learning environment and steered their simulation companies' supply chain in real-time. Students' reflection assignments were analyzed with qualitative content analysis. Our results show that during the sessions students encountered communication challenges, collaboration challenges, organizing challenges and skills and competence issues. As all these are typical for modern dispersed collaborative work, we can state that the game-based course of this study provided the students with opportunities to rehearse and solve these challenges in a virtual working context. Our results emphasize the importance of providing students an opportunity to exercise collaboration and problem-solving skills in authentic, safe and inspiring settings, and that simulation games represent a feasible context for this.


YSO-asiasanattiimityöhajautettu työyhteisöllinen oppiminenongelmanratkaisuhaasteet (ongelmat)simulaatioharjoittelusimulaatiopelittapaustutkimus

Vapaat asiasanatcollaborative learning; game-based learning; virtual work


Liittyvät organisaatiot

JYU-yksiköt:


OKM-raportointiKyllä

Raportointivuosi2022

JUFO-taso0


Viimeisin päivitys 2024-30-04 klo 18:26