Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more collaborative pedagogic dynamics between teachers and students. At the same time, research into co-creation of Game Based Learning material such as board games has largely focused on the value added to games when educators involve students in the design process. However there has been scant research examining the qualities of co-creational game design exercises as teaching experiences themselves, thus overlooking the opportunity to conceptualise such activities as an innovative teaching tool that can help educators facilitate student engagement and participation. To address this research gap, this paper presents a case study where Project Management students participated in two co-creation workshops designing educational Project Management games. Data were collected conducting focus groups at the end of the two workshops. Throughout the paper we have sought to present some positive outcomes of such processes as well as some critical points that emerged through the data that were collected. Mentionable outcomes include a series of positive characteristics of co-creative Game Based Learning activities like enhanced engagement as well as a list of challenges when facilitating such activities. The main findings of this research have been organised in two frameworks, one outlining five positive characteristics of co-creative Game Based Learning activities: engagement with knowledge, knowledge assessment, creativity, communication and the second outlining challenges in facilitating such activities: lack of focus, lack of structure and the need for more practice-oriented games.
翻译:长期以来,管理教育奖学金概括了加强学生在商学院的参与和参与的必要性,采用了更具创新性的教学做法;这日益激励学者努力争取教师和学生之间更加协作的教学动态;同时,研究共同制作游戏学习材料,如棋盘游戏等,主要侧重于在教育工作者让学生参与设计过程时对游戏的增值作用;然而,很少研究共同娱乐游戏设计练习作为教学经验本身的素质,从而忽视将这类活动概念化的机会,作为有助于教育者促进学生参与和参与的创新教学工具;为弥补这一研究差距,本文介绍了一项案例研究,项目管理学生参加了两次共同制作教育项目管理游戏的讲习班;收集数据,在两次讲习班结束时开展重点小组工作;我们在整个论文中力求介绍这些过程的一些积极成果,以及通过所收集的数据产生的一些关键要点;可提及的成果包括一系列共同创作游戏基础学习活动的正面特征,如加强参与,以及促进学生参与的挑战清单;为这些活动提供便利时,本论文介绍了项目管理学生参加两个共同创作讲习班的情况;在两次讲习班结束时,以更富有创意的学习特点为基础,在两个共同评估中,学习基础活动的主要结论是:学习缺乏的特征,在两个共同评估:学习基础的特征,在两个框架中组织了学习的缺乏活动,在两个方面,学习基础的缺乏活动方面,在两个共同评估中,在两个研究活动中组织了学习的特征的特征,在两个研究活动有:学习的特征的特征,在两个核心的缺乏活动有:学习的特征,在两个共同的特征活动有:学习活动,在两个框架。