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 toimittajat: Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo
Emojulkaisu: CELDA 2022 : Proceedings of the 19th International Conference on Cognition and Exploratory Learning in the Digital Age
Emojulkaisun toimittajat: Sampson, Demetrios G.; Ifenthaler, Dirk; Isaías, Pedro
Konferenssi:
- IADIS International Conference Cognition and Exploratory Learning in Digital Age
Konferenssin paikka ja aika: Lisbon, Portugal, 8.-10.11.2022
eISBN: 978-989-8704-43-6
Julkaisuvuosi: 2022
Artikkelin sivunumerot: 97-104
Kirjan kokonaissivumäärä: 375
Kustantaja: IADIS Press
Julkaisumaa: Portugali
Julkaisun kieli: englanti
DOI: https://doi.org/10.33965/celda2022_202207l013
Pysyvä verkko-osoite: https://www.iadisportal.org/digital-library/identifying-challenges-in-virtual-teams-a-case-study-of-teamwork-in-a-game-based-learning-environment
Julkaisun avoin saatavuus: Muulla tavalla avoin
Julkaisukanavan avoin saatavuus:
Verkko-osoite, jossa julkaisu vapaasti saatavilla: https://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-asiasanat: tiimityö; hajautettu työ; yhteisöllinen oppiminen; ongelmanratkaisu; haasteet (ongelmat); simulaatioharjoittelu; simulaatiopelit; tapaustutkimus
Vapaat asiasanat: collaborative learning; game-based learning; virtual work
Liittyvät organisaatiot
OKM-raportointi: Kyllä
Raportointivuosi: 2022
JUFO-taso: 0