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dc.contributor.authorSyynimaa, Kirsi
dc.contributor.authorLainema, Kirsi
dc.contributor.authorLainema, Timo
dc.date.accessioned2024-11-15T10:00:43Z
dc.date.available2024-11-15T10:00:43Z
dc.date.issued2024
dc.identifier.citationSyynimaa, K., Lainema, K., & Lainema, T. (2024). Higher Education Students’ Experiences of Game-Based Learning : Fostering and Hampering Aspects in Virtual Teamwork. <i>International Journal of Technology in Education</i>, <i>7</i>(4), 754-780. <a href="https://doi.org/10.46328/ijte.860" target="_blank">https://doi.org/10.46328/ijte.860</a>
dc.identifier.otherCONVID_243921069
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/98465
dc.description.abstractThe application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current literature regarding the students’ views towards meaningful ways to collaborate in virtual teams during educational activities. The current study is contextualised by a business simulation game and examines university students' experiences through working collaboratively in multi-site teams. In that context, the focus is on the fostering and hampering aspects of virtual collaboration as experienced by the students during the simulation sessions. The study was executed among 66 undergraduate university students in Finland. The data were collected from the students' reflection papers and were then analysed using a qualitative content analysis approach. The evidence shows that students experienced fostering and hampering aspects in relation to communication, collaboration, organising, and technology during the simulated sessions. As these are all very typical to modern distributed collaborative work, we may conclude that the GBL course presented in this study provided students with opportunities to experience and rehearse collaborative virtual teamwork in an authentic work context. Our findings highlight the importance of allowing students to practice 21st century skills in an authentic, safe and stimulating environment. Simulation games provide a feasible context for doing so.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherISTES Organization
dc.relation.ispartofseriesInternational Journal of Technology in Education
dc.rightsCC BY-NC-SA 4.0
dc.subject.othercomputer-supported collaborative learning
dc.subject.otherbusiness gaming
dc.subject.otherhigher education
dc.subject.othercollaboration
dc.subject.othervirtual teams
dc.titleHigher Education Students’ Experiences of Game-Based Learning : Fostering and Hampering Aspects in Virtual Teamwork
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202411157306
dc.contributor.laitosKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.laitosFaculty of Education and Psychologyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange754-780
dc.relation.issn2689-2758
dc.relation.numberinseries4
dc.relation.volume7
dc.type.versionpublishedVersion
dc.rights.copyright© Authors 2024
dc.rights.accesslevelopenAccessfi
dc.subject.ysoyhteisöllinen oppiminen
dc.subject.ysoyhteistyö
dc.subject.ysotietokoneavusteinen oppiminen
dc.subject.ysooppiminen
dc.subject.ysopelillistäminen
dc.subject.ysokorkea-asteen koulutus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p18727
jyx.subject.urihttp://www.yso.fi/onto/yso/p6334
jyx.subject.urihttp://www.yso.fi/onto/yso/p7221
jyx.subject.urihttp://www.yso.fi/onto/yso/p2945
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p3390
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-sa/4.0/
dc.relation.doi10.46328/ijte.860
dc.type.okmA1


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CC BY-NC-SA 4.0
Except where otherwise noted, this item's license is described as CC BY-NC-SA 4.0