Models used in the design of the learning activity
Description of how the applied models have influenced the learning activity that we have set up.
- Course framework analysis: We have analysed which features we found the most important to include in our learning activity and selected: collaborative, online, technological support, reflective, enquiry-based, active discovery, reused (choosing an already well-tested concept for the game).
- A type of Jigsaw puzzle groups for the post-game reflections on SWOT analysis.
Conole, G. (2015). The 7Cs of Learning Design. Manuscript - Reflective task fostering meta-cognitive development.
- Practice-based learning activity
- Game-based learning for added motivation
Hamari, J. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification - Group management (assignment of group leader, different responsibilities within the group to publish the results, role in cross-groups discussion)
- Inspiration for the communication study from Chapanis (1975): Interactive Human Communication. Scientific American
Some key analyses of effectiveness of learning within a web-based and gaming setting:
- Traci Sitzmann, Kurt Kraiger, David Stewart, Robert Wisher, The comparative effectiveness of web‐based and classroom instruction: A meta‐analysis, Journal of Personnel psychology, 59 (3), 623-664
- Traci Sitzmann, A meta‐analytic examination of the instructional effectiveness of computer‐based simulation games, Personnel psychology 64 (2), 489-528