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Wyświetlanie 1-2 z 2
Tytuł:
Simulation decision games and effectiveness of their use for higher education among working and non-working students – practical view
Autorzy:
Dudziak, Agnieszka
Stoma, Monika
Powiązania:
https://bibliotekanauki.pl/articles/1860982.pdf
Data publikacji:
2020
Wydawca:
Politechnika Śląska. Wydawnictwo Politechniki Śląskiej
Tematy:
simulation games
gamification
higher education
competencies
gry symulacyjne
grywalizacja
szkolnictwo wyższe
kompetencje
Opis:
Purpose: The aim of the article is to assess the role of business simulations in shaping entrepreneurial skills at a university, where simulation games are used as a tool to support the teaching process. Therefore, the article presents the effectiveness of their use in academic conditions in a practical context, based on scientific research. Design/methodology/approach: For the purposes of this article a survey was conducted among students who participated in classes using simulation games. Findings: The introduction of innovative teaching methods at universities seems necessary due to the changing economic needs, and thus the need to acquire new competences in the labour market by employees (university graduates or students working during the course of study). One of the most difficult problems results from the discrepancy between the goals of the educational system and the insufficient preparation of lecturers to work in the present conditions, and the low level of development of their skills. Research limitations/implications: It is advisable to carry out further scientific research in the field of using of simulation games due to the fact that they are increasingly used as a tool to support the process of practical learning. Practical implications: Not without significance for the learning process is also the emotional involvement of participants who acquire knowledge more easily if they are interested in the given issue and understand the benefits resulting from it. Social implications: Nowadays, it is impossible to imagine didactic activities carried out only in a conventional way. Currently implemented didactic processes at universities are often supported by active and modern teaching methods which include, among other things, simulation games. Their main advantage is that they facilitate the transfer of knowledge in an interesting way, teach creative problem solving, arouse interest and allow to gain new experiences, including interpersonal ones. Originality/value: Active learning tools such as collaborative learning and problem-based learning can partly replace the traditional lecture-based method that continues to dominate in higher education. Advocates of active learning show that these innovative teaching strategies are more effective in increasing student motivation, knowledge acquisition, and general academic achievement.
Źródło:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska; 2020, 149; 109-119
1641-3466
Pojawia się w:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Simulation decision games and effectiveness of their use for higher education – theoretical view
Autorzy:
Stoma, Monika
Dudziak, Agnieszka
Rydzak, Leszek
Powiązania:
https://bibliotekanauki.pl/articles/1861376.pdf
Data publikacji:
2020
Wydawca:
Politechnika Śląska. Wydawnictwo Politechniki Śląskiej
Tematy:
simulation games
gamification
game based learning
higher education
competences
gry symulacyjne
gamifikacja
edukacja w oparciu o gry
szkolnictwo wyższe
kompetencje
Opis:
Purpose: The article presents the essence, characteristics and types of simulation decision games, as well as the effectiveness of their use in academic conditions in the theoretical context. Design/methodology/approach: The article is based of analysis of research results published in national and world publications. Findings: The didactic process carried out at universities with the use of direct forms of teaching can be supported by additional tools, including simulation decision games, because it brings many benefits in different areas. By playing we are able to learn many issues in a natural way, to refer to the mechanisms of the organization's functioning, and to use – sometimes dormant – soft competences of game participants. Research limitations/implications: It is advisable to carry out further scientific research in the field of using simulation games due to the fact that they are increasingly used as a tool to support the process of practical learning. Despite its popularity, the assessment of the effectiveness of using simulation games as an educational or training tool is still unclear. Social implications: Game-based learning (GBL) is used not only in higher education (especially in a wide range of economic and management disciplines, such as: marketing, economics, international business, project management, strategic management or human resources management), but also in other fields, including: army, education, advertising, trade, medicine and employee training. Originality/value: The work is theoretical. However, the problem raised in the article, in the context of new challenges posed by teachers in the teaching process, is an inspiring introduction to further research.
Źródło:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska; 2020, 149; 657-666
1641-3466
Pojawia się w:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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