Learning Based on Educational Games: Case University in Colombia
DOI:
https://doi.org/10.24320/redie.2019.21.e12.2024Keywords:
Learning methods, educational games, marketing, management audit.Supporting Agencies:
Universidad de Medellín, Universidad ESUMERAbstract
New generations require a more dynamic learning process, that’s why high education institutions have begun to articulate new pedagogical tools in the different areas of knowledge. The objective of this article is to design and educational game to support the learning process of the areas related to marketing inside the micro-curriculum of a Colombian University. To accomplish this aim, a literature review was carried out and a pilot test was applied to pre-grade students. The results show that this type of games require of a mode interactive design in terms of complexity and competitiveness. Finally shows that this type of games improved knowledge in the simple tested.Downloads
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References
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Braghirolli, L., Ribeiro, J. L., Weise, A. D. y Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, 58, 315-324. doi:10.1016/j.chb.2015.12.063
Brennan, R. y Vos, L. (2013). Effects of participation in a simulation game on marketing students’ numeracy and financial skills. Journal of Marketing Education, 35(3), 259-270. doi:10.1177/0273475313482928
Brownlie, D. T. (1993). The marketing audit: a metrology and explanation. Marketing Intelligence and Planning, 11(1), 4-12. doi:10.1108/02634509310024128
Craciun, G. y Corrigan, H. (2009). An Integrative experiential learning project in the undergraduate branding course: creating a marketing department brochure. Journal of Marketing Education, 32(2), 116-127. doi:10.1177/0273475309344808
Cronin, J. y McCarthy, M. (2012). Marketing “gamer foods”?: qualitative insights into responsible strategy development. Journal of Food Products Marketing, 18(3), 163-185. doi:10.1080/10454446.2012.666448
Dávila, G. y Velásquez, Á. (2007). Evaluación de la aplicación de juegos colaborativos: “Devorón” y “Temporal”. Revista Electrónica de Investigación Educativa, 9(2), 1-20. Recuperado de https://redie.uabc.mx/redie/article/view/164/283
Faria, A. J., Hutchinson, D., Wellington, W. J. y Gold, S. (2009). Developments in business gaming?: a review of the past 40 years. Simulation and Gaming, 40(4), 464-487. doi:1046878108327585
Forrester, J. W. (1959). Advertising: a problem in industrial dynamics. Harvard Business Review, 37(2), 100-110.
Kotler, P., Gregor, W. y Rodgers, W. (1989). The marketing audit comes of age. MITSloan Management Review, 18(2), 25-43. Recuperado de https://sloanreview.mit.edu/article/the-marketing-audit-comes-of-age/
Lane, D. C. (1995). On a resurgence of management simulations and games. The Journal of the Operational Research Society, 46(5), 604-625. doi:10.2307/2584534
Lewis, M. A. y Maylor, H. R. (2007). Game playing and operations management education. International Journal of Production Economics, 105(1), 134-149. doi:10.1016/j.ijpe.2006.02.009
Mahboubian, M. (2010). Educational aspects of business simulation softwares. Procedia-Social and Behavioral Sciences, 2(2), 5403-5407. doi:10.1016/j.sbspro.2010.03.881
March, J. (1962). The business firm a political coalition. The Journal of Politics, 24(4), 662-678. doi:10.1017/S0022381600016169
McRaith, J. F. y Goeldner, C. R. (1962). A survey of marketing games. Journal of Marketing, 26(3), 69-72. doi:10.2307/1248306
Mokwa, M. P. (1986). The strategis marketing audit: an adoption/utilization perspect. Journal of Business Strategy, 6(4), 88-95. doi:10.1108/eb039136
Montes, D. A. y Suárez, C. I. (2016). La formación docente universitaria: claves formativas de universidades españolas. Revista Electrónica de Investigación Educativa, 18(3), 53-61. Recuperado de http://redie.uabc.mx/redie/article/view/996
Osés, R. M., Duarte, E. y Pinto, M. L. (2016). Juegos cooperativos: efectos en el comportamiento asertivo en niños de 6o. grado de escuelas públicas. Revista Electrónica de Investigación Educativa, 18(3), 176-186. Recuperado de http://redie.uabc.mx/redie/article/view/886
Payne, N. J., Campbell, C., Bal, A. S. y Piercy, N. (2011). Placing a hand in the fire: assessing the impact of a YouTube experiential learning project on viral marketing knowledge acquisition. Journal of Marketing Education, 33(2), 204-216. doi:10.1177/0273475311410853
Prieto, R., López, J. R., Medina-Medina, N., Paderewski, P. y Gutiérrez-Vela, F. L. (2017). Design methodology foreducational games based on graphical notations: designing Urano. Entertainment Computing, 18, 1-14. doi:10.1016/j.entcom.2016.08.005
Qian, M. y Clark, K. R. (2016). Game-based learning and 21st century skills: a review of recent research. Computers in Human Behavior, 63, 50-58. doi:1016/j.chb.2016.05.023
Radulescu, V. y Cetina, I. (2012). customer analysis, defining component of marketing audit. Procedia-Social and Behavioral Sciences, 62, 308-312. doi:10.1016/j.sbspro.2012.09.050
Russell-Bennett, R., Leo, C., Rundle-Thiele, S. y Drennan, J. (2016). A hierarchy-of-effects approach to designing a social marketing game. Journal of Nonprofit and Public Sector Marketing, 28(2), 105-128. doi:10.1080/10495142.2014.988081
Sampaio, C. H., Simões, C., Perin, M. G. y Almeida, A. (2011). Marketing metrics: insights from brazilian managers. Industrial Marketing Management, 40(1), 8-16. doi:10.1016/j.indmarman.2010.09.005
Shycon, H. N. y Maffei, R. B. (1960). Simulation tool for better distribution. Harvard Business Review, 38(6), 65-75.
Titus, P. A. y Petroshius, S. M. (1993). Bringing Consumer behavior to the workbench: an experiential approach. Journal of Marketing Education, 15(1), 20-30. doi:10.1177/027347539301500104
Van der Zee, D. J., Holkenborg, B. y Robinson, S. (2012). Conceptual modeling for simulation-based serious gaming. Decision Support Systems, 54(1), 33-45. doi:10.1016/j.dss.2012.03.006
Vos, L. (2015). Simulation games in business and marketing education: How educators assess student learning from simulations. The International Journal of Management Education, 13(1), 57-74. doi:10.1016/j.ijme.2015.01.001
Vos, L. y Brennan, R. (2010). Marketing simulation games: student and lecturer perspectives. Marketing Intelligence and Planning, 28(7), 882-897. doi:10.1108/02634501011086472
Waiyakoon, S., Khlaisang, J. y Koraneekij, P. (2015). Development of an instructional learning object design model for tablets using game-based learning with scaffolding to enhance mathematical concepts for mathematic learning disability students. Procedia - Social and Behavioral Sciences, 174, 1489-1496. doi:10.1016/j.sbspro.2015.01.779
Wiese, N. M. y Sherman, D. J. (2010). Integrating marketing and environmental studies through an interdisciplinary, experiential, service-learning approach. Journal of Marketing Education, 33(1), 41-56. doi:10.1177/0273475310389154
Xu, F., Buhalis, D. y Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60(C), 244-256. doi:10.1016/j.tourman.2016.11.020
Braghirolli, L., Ribeiro, J. L., Weise, A. D. y Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, 58, 315-324. doi:10.1016/j.chb.2015.12.063
Brennan, R. y Vos, L. (2013). Effects of participation in a simulation game on marketing students’ numeracy and financial skills. Journal of Marketing Education, 35(3), 259-270. doi:10.1177/0273475313482928
Brownlie, D. T. (1993). The marketing audit: a metrology and explanation. Marketing Intelligence and Planning, 11(1), 4-12. doi:10.1108/02634509310024128
Craciun, G. y Corrigan, H. (2009). An Integrative experiential learning project in the undergraduate branding course: creating a marketing department brochure. Journal of Marketing Education, 32(2), 116-127. doi:10.1177/0273475309344808
Cronin, J. y McCarthy, M. (2012). Marketing “gamer foods”?: qualitative insights into responsible strategy development. Journal of Food Products Marketing, 18(3), 163-185. doi:10.1080/10454446.2012.666448
Dávila, G. y Velásquez, Á. (2007). Evaluación de la aplicación de juegos colaborativos: “Devorón” y “Temporal”. Revista Electrónica de Investigación Educativa, 9(2), 1-20. Recuperado de https://redie.uabc.mx/redie/article/view/164/283
Faria, A. J., Hutchinson, D., Wellington, W. J. y Gold, S. (2009). Developments in business gaming?: a review of the past 40 years. Simulation and Gaming, 40(4), 464-487. doi:1046878108327585
Forrester, J. W. (1959). Advertising: a problem in industrial dynamics. Harvard Business Review, 37(2), 100-110.
Kotler, P., Gregor, W. y Rodgers, W. (1989). The marketing audit comes of age. MITSloan Management Review, 18(2), 25-43. Recuperado de https://sloanreview.mit.edu/article/the-marketing-audit-comes-of-age/
Lane, D. C. (1995). On a resurgence of management simulations and games. The Journal of the Operational Research Society, 46(5), 604-625. doi:10.2307/2584534
Lewis, M. A. y Maylor, H. R. (2007). Game playing and operations management education. International Journal of Production Economics, 105(1), 134-149. doi:10.1016/j.ijpe.2006.02.009
Mahboubian, M. (2010). Educational aspects of business simulation softwares. Procedia-Social and Behavioral Sciences, 2(2), 5403-5407. doi:10.1016/j.sbspro.2010.03.881
March, J. (1962). The business firm a political coalition. The Journal of Politics, 24(4), 662-678. doi:10.1017/S0022381600016169
McRaith, J. F. y Goeldner, C. R. (1962). A survey of marketing games. Journal of Marketing, 26(3), 69-72. doi:10.2307/1248306
Mokwa, M. P. (1986). The strategis marketing audit: an adoption/utilization perspect. Journal of Business Strategy, 6(4), 88-95. doi:10.1108/eb039136
Montes, D. A. y Suárez, C. I. (2016). La formación docente universitaria: claves formativas de universidades españolas. Revista Electrónica de Investigación Educativa, 18(3), 53-61. Recuperado de http://redie.uabc.mx/redie/article/view/996
Osés, R. M., Duarte, E. y Pinto, M. L. (2016). Juegos cooperativos: efectos en el comportamiento asertivo en niños de 6o. grado de escuelas públicas. Revista Electrónica de Investigación Educativa, 18(3), 176-186. Recuperado de http://redie.uabc.mx/redie/article/view/886
Payne, N. J., Campbell, C., Bal, A. S. y Piercy, N. (2011). Placing a hand in the fire: assessing the impact of a YouTube experiential learning project on viral marketing knowledge acquisition. Journal of Marketing Education, 33(2), 204-216. doi:10.1177/0273475311410853
Prieto, R., López, J. R., Medina-Medina, N., Paderewski, P. y Gutiérrez-Vela, F. L. (2017). Design methodology foreducational games based on graphical notations: designing Urano. Entertainment Computing, 18, 1-14. doi:10.1016/j.entcom.2016.08.005
Qian, M. y Clark, K. R. (2016). Game-based learning and 21st century skills: a review of recent research. Computers in Human Behavior, 63, 50-58. doi:1016/j.chb.2016.05.023
Radulescu, V. y Cetina, I. (2012). customer analysis, defining component of marketing audit. Procedia-Social and Behavioral Sciences, 62, 308-312. doi:10.1016/j.sbspro.2012.09.050
Russell-Bennett, R., Leo, C., Rundle-Thiele, S. y Drennan, J. (2016). A hierarchy-of-effects approach to designing a social marketing game. Journal of Nonprofit and Public Sector Marketing, 28(2), 105-128. doi:10.1080/10495142.2014.988081
Sampaio, C. H., Simões, C., Perin, M. G. y Almeida, A. (2011). Marketing metrics: insights from brazilian managers. Industrial Marketing Management, 40(1), 8-16. doi:10.1016/j.indmarman.2010.09.005
Shycon, H. N. y Maffei, R. B. (1960). Simulation tool for better distribution. Harvard Business Review, 38(6), 65-75.
Titus, P. A. y Petroshius, S. M. (1993). Bringing Consumer behavior to the workbench: an experiential approach. Journal of Marketing Education, 15(1), 20-30. doi:10.1177/027347539301500104
Van der Zee, D. J., Holkenborg, B. y Robinson, S. (2012). Conceptual modeling for simulation-based serious gaming. Decision Support Systems, 54(1), 33-45. doi:10.1016/j.dss.2012.03.006
Vos, L. (2015). Simulation games in business and marketing education: How educators assess student learning from simulations. The International Journal of Management Education, 13(1), 57-74. doi:10.1016/j.ijme.2015.01.001
Vos, L. y Brennan, R. (2010). Marketing simulation games: student and lecturer perspectives. Marketing Intelligence and Planning, 28(7), 882-897. doi:10.1108/02634501011086472
Waiyakoon, S., Khlaisang, J. y Koraneekij, P. (2015). Development of an instructional learning object design model for tablets using game-based learning with scaffolding to enhance mathematical concepts for mathematic learning disability students. Procedia - Social and Behavioral Sciences, 174, 1489-1496. doi:10.1016/j.sbspro.2015.01.779
Wiese, N. M. y Sherman, D. J. (2010). Integrating marketing and environmental studies through an interdisciplinary, experiential, service-learning approach. Journal of Marketing Education, 33(1), 41-56. doi:10.1177/0273475310389154
Xu, F., Buhalis, D. y Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60(C), 244-256. doi:10.1016/j.tourman.2016.11.020
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Article abstract page views: 3388
Published
2019-04-08