A1 Journal article (refereed)
Learning teamwork through a computer game : for the sake of performance or collaborative learning? (2021)


Riivari, E., Kivijärvi, M., & Lämsä, A.-M. (2021). Learning teamwork through a computer game : for the sake of performance or collaborative learning?. Educational technology research and development, 69(3), 1753-1771. https://doi.org/10.1007/s11423-021-10009-4


JYU authors or editors


Publication details

All authors or editors: Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija

Journal or series: Educational technology research and development

ISSN: 1042-1629

eISSN: 1556-6501

Publication year: 2021

Publication date: 01/06/2021

Volume: 69

Issue number: 3

Pages range: 1753-1771

Publisher: Springer Science and Business Media LLC

Publication country: United States

Publication language: English

DOI: https://doi.org/10.1007/s11423-021-10009-4

Publication open access: Openly available

Publication channel open access: Partially open access channel

Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/76184


Abstract

Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students’ experiences and key learning outcomes of collaborative learning of teamwork skills through the game, and our analysis highlighted two key features of learning outcomes. First, the computer-based learning game promoted students’ self-reflection and evaluation of their individual team roles. Second, although the game taught students the importance of continuous information sharing in teamwork, their evaluation of team outcomes was performance driven; students predominantly took team efficiency as a sign of good teamwork. This case revealed the benefits and challenges of using computer-based learning games as a pedagogical tool. We identified what is required from lecturers and students for the game to be successful, and how team values other than performance could be learned through the game.


Keywords: educational games; computer games; games; teams; teamwork; learning; collaborative learning; social inclusion; leadership (activity); self-evaluation; reflection (cognitive processes); tertiary education; learning results; simulation

Free keywords: higher education; computer simulation game; collaborative learning; leadership; teamwork skills


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2021

JUFO rating: 1


Last updated on 2022-20-09 at 13:52