1. Learning teamwork through a computer game: for the sake of performance or collaborative learning?
- Author
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Marke Kivijärvi, Elina Riivari, and Anna-Maija Lämsä
- Subjects
leadership ,johtaminen ,oppiminen ,Team Role Inventories ,media_common.quotation_subject ,collaborative learning ,oppimistulokset ,tiimit ,Education ,pelit ,osallistaminen ,0502 economics and business ,ComputingMilieux_COMPUTERSANDEDUCATION ,Mathematics education ,simulointi ,yhteisöllinen oppiminen ,tietokonepelit ,media_common ,itsearviointi ,Teamwork ,Information sharing ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Educational technology ,050301 education ,Sign (semiotics) ,Collaborative learning ,tiimityö ,computer simulation game ,oppimispelit ,Computer game ,higher education ,teamwork skills ,Human resource management ,korkea-asteen koulutus ,Psychology ,0503 education ,reflektio ,050203 business & management - Abstract
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.
- Published
- 2021
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