Company-university collaboration in applying gamification to learning about insurance
Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit fr...
| Autores: | , , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2019 |
| País: | España |
| Institución: | Universidad de Sevilla (US) |
| Repositorio: | idUS. Depósito de Investigación de la Universidad de Sevilla |
| OAI Identifier: | oai:idus.us.es:11441/95056 |
| Acceso en línea: | https://hdl.handle.net/11441/95056 https://doi.org/10.3390/informatics6030042 |
| Access Level: | acceso abierto |
| Palabra clave: | Gamification University Education Serious video games Game-based learning Professors Video games design Knowledge Skills training Digital technologies Automated learning |
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Company-university collaboration in applying gamification to learning about insuranceRojo, TeresaGonzález-Limón, MyriamRodríguez Ramos, AsunciónGamificationUniversityEducationSerious video gamesGame-based learningProfessorsVideo games designKnowledgeSkills trainingDigital technologiesAutomated learningIncorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning.MDPIAnálisis Económico y Economía PolíticaSociologíaEconomía e Historia Económica2019info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfhttps://hdl.handle.net/11441/95056https://doi.org/10.3390/informatics6030042reponame:idUS. Depósito de Investigación de la Universidad de Sevillainstname:Universidad de Sevilla (US)InglésInformatics, 6 (3), 198-224.https://www.mdpi.com/2227-9709/6/3/42info:eu-repo/semantics/openAccessoai:idus.us.es:11441/950562026-06-17T12:51:07Z |
| dc.title.none.fl_str_mv |
Company-university collaboration in applying gamification to learning about insurance |
| title |
Company-university collaboration in applying gamification to learning about insurance |
| spellingShingle |
Company-university collaboration in applying gamification to learning about insurance Rojo, Teresa Gamification University Education Serious video games Game-based learning Professors Video games design Knowledge Skills training Digital technologies Automated learning |
| title_short |
Company-university collaboration in applying gamification to learning about insurance |
| title_full |
Company-university collaboration in applying gamification to learning about insurance |
| title_fullStr |
Company-university collaboration in applying gamification to learning about insurance |
| title_full_unstemmed |
Company-university collaboration in applying gamification to learning about insurance |
| title_sort |
Company-university collaboration in applying gamification to learning about insurance |
| dc.creator.none.fl_str_mv |
Rojo, Teresa González-Limón, Myriam Rodríguez Ramos, Asunción |
| author |
Rojo, Teresa |
| author_facet |
Rojo, Teresa González-Limón, Myriam Rodríguez Ramos, Asunción |
| author_role |
author |
| author2 |
González-Limón, Myriam Rodríguez Ramos, Asunción |
| author2_role |
author author |
| dc.contributor.none.fl_str_mv |
Análisis Económico y Economía Política Sociología Economía e Historia Económica |
| dc.subject.none.fl_str_mv |
Gamification University Education Serious video games Game-based learning Professors Video games design Knowledge Skills training Digital technologies Automated learning |
| topic |
Gamification University Education Serious video games Game-based learning Professors Video games design Knowledge Skills training Digital technologies Automated learning |
| description |
Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning. |
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2019 |
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2019 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
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https://hdl.handle.net/11441/95056 https://doi.org/10.3390/informatics6030042 |
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https://hdl.handle.net/11441/95056 https://doi.org/10.3390/informatics6030042 |
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Inglés |
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Inglés |
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Informatics, 6 (3), 198-224. https://www.mdpi.com/2227-9709/6/3/42 |
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info:eu-repo/semantics/openAccess |
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MDPI |
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MDPI |
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