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Paper presented at the DEE Conference, Cambridge/UK, 6-7 September 2007 Meaningful Double-Loop Learning in Educational Games: When Players Become Developers Michael Vogel Bremerhaven University of Applied Sciences mvogel@hs-bremerhaven.de

Objectives and Structure of the Paper: 

Objectives and Structure of the Paper Find a way to enable meaningful double-loop learning in educational games Illustrate this approach by means of the Cruise Industry Planning Game

Double-Loop Learning = First-Loop + Second-Loop Learning: 

Double-Loop Learning = First-Loop + Second-Loop Learning Source: Argyris, C. and Schön, D. (1978). Organizational Learning: A Theory of Action Perspective. Reading/Mass.: Addison Wesley.

Kolb’s Experiential Learning Cycle Doing and Thinking: 

Kolb’s Experiential Learning Cycle Doing and Thinking Based on Young, M. R. (2002). Experiential Learning = Hands-On + Minds-On. Marketing Education Review 12 (1): 43-51

Game Playing and Development Mirrors Structure of First-Loop & Second-Loop Learning: 

Game Playing and Development Mirrors Structure of First-Loop & Second-Loop Learning

Nested cycles of experiential learning Participants = Experimenters & Guinea Pigs: 

Nested cycles of experiential learning Participants = Experimenters & Guinea Pigs

The Cruise Industry Planning Game Cycle Setup for Single-Loop Learning: 

The Cruise Industry Planning Game Cycle Setup for Single-Loop Learning

Competitiveness Scores Converging Evidence of First-Loop Learning: 

Competitiveness Scores Converging Evidence of First-Loop Learning

Evolution of the Cruise Industry Planning Game History of Innovations : 

Evolution of the Cruise Industry Planning Game History of Innovations

Competitiveness Score as Docking Point A Practical Approach to Game Extensions : 

Competitiveness score Summer term 2006 Competitiveness Score as Docking Point A Practical Approach to Game Extensions

Thank you very much.: 

Thank you very much. mvogel@hs-bremerhaven.de page 11 © Michael Vogel - Bremerhaven University of Applied Sciences