The Effectiveness of Using The Logistics Decision Games in The Educational Process - The Analysis of The Empirical Studies
The development of information technology has contributed to changes in the approach to the learning process. Increasingly, in the framework of teaching is using modern methods of activating education. These can include: hardware simulators, educational decision games, and simulation. They can be classified into the so-called group: serious games. Numerous studies show the effectiveness of this type of solution, not only in the teaching process, as the element is diversified activities, but also in developing and improving social competence, skills and knowledge of the participant. The submitted considerations present the effectiveness of this kind of technology in the educational process of students of Logistics the University of Szczecin. The aim is not only to acquire the skills and taking quick decisions by using the environment and IT tools, but also to check the effectiveness of this type of solution, in terms of changes to knowledge skills and social competence. In addition, the teachers during the classes, carry out the surveys (input at the semester beginning and output at the end of the semester), whose purpose is to indicate the extent to which, during a 15-hour module are changed competence of students.(original abstract)
- Alvarez, J., Djaouti, D. (2011), "An introduction to serious game definitions and concepts", Serious Games & Simulation for Risks Management, 11, pp. 11-15.
- Deterding, S. (2012), "Gamification: Designing for Motivation", Magazine Interactions, 19(4), doi=10.1145/2212877.2212883, pp. 14-17.
- Jackson, M. (2016), Gamification in Education: A Literature Review. Available from http://www. westpoint.edu/cfe/Literature/MJackson_16.pdf [Accessesed 26 March 2017].
- Kamiński, T. (2015), "Dlaczego studenci nie grają w gry? Zastosowanie gier w edukacji do rosłych na przykładzie nauczania zarządzania projektami", HomoLudens, 5, pp. 111-112.
- Kapp, K.M. (2012), The Gamification of Learning and Instruction, Pfeiffer, San Franciso, pp 78-79.
- Kiryakova, G., Nadezhda, A., Yordanova L. (2014), Gamification in Education. Proceedings of 9th International Balkan Education and Science Conference. Available from: http://www. sun.ac.za/english/learning-teaching/ctl/Documents/Gamification%20in%20education. pdf [Accessed 10 April 2017].
- Łączyński, M. (2011), "Gry szkoleniowe w nauczaniu dorosłych. Metoda i zastosowanie na przykładzie gry komunikacyjno-decyzyjnej MaxCom", Homo Ludens, 1(3), pp. 71-79.
- Siemieniecki, B. (1997), Komputer w edukacji. Podstawowe problemy technologii informacyjnej, Wydawnictwo A. Marszałek, Toruń.
- Stott, A., Neustaedter, C. (2013), Analysis of gamification in education, Technical Report 2013-0422-01, Connections Lab, Simon Fraser University, Surrey, BC, Canada, April 8. Available from http://clab.iat.sfu.ca/pubs/Stott-Gamification.pdf [Accessed 20 April 2017].
- Wiggins, B.E. (2016), "An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education", International Journal of Game-Based Learning, 6(1), pp.18-29.