A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
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-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija
Lehti tai sarja: Educational technology research and development
ISSN: 1042-1629
eISSN: 1556-6501
Julkaisuvuosi: 2021
Ilmestymispäivä: 01.06.2021
Volyymi: 69
Lehden numero: 3
Artikkelin sivunumerot: 1753-1771
Kustantaja: Springer Science and Business Media LLC
Julkaisumaa: Yhdysvallat (USA)
Julkaisun kieli: englanti
DOI: https://doi.org/10.1007/s11423-021-10009-4
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Osittain avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/76184
Tiivistelmä
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.
YSO-asiasanat: oppimispelit; tietokonepelit; pelit; tiimit; tiimityö; oppiminen; yhteisöllinen oppiminen; osallistaminen; johtaminen; itsearviointi; reflektio; korkea-asteen koulutus; oppimistulokset; simulointi
Vapaat asiasanat: higher education; computer simulation game; collaborative learning; leadership; teamwork skills
Liittyvät organisaatiot
OKM-raportointi: Kyllä
Raportointivuosi: 2021
JUFO-taso: 1