Abstract:
Education for innovation initiatives often adopt Project-Based Learning approaches, where students are grouped into teams with the goal of creating an innovative product ...Show MoreMetadata
Abstract:
Education for innovation initiatives often adopt Project-Based Learning approaches, where students are grouped into teams with the goal of creating an innovative product prototype. Working on teams, especially interdisciplinary ones, involves challenges related to collaboration and motivation [1]. It is well known that gamification is a successful tool for engaging students in learning activities [2]. Thus, in this paper, we propose a cardgame focused on education for innovation, exploring the similarities between the students’ teams with the roles of an RPG (Role Playing Game). To design our game proposal, we conducted a netnographic [3] and semi-structured qualitative research [4]. After implementing the game, we evaluated it in “Projetão,” a well-consolidated course on education for innovation. The results were encouraging.
Date of Conference: 28-31 March 2022
Date Added to IEEE Xplore: 11 May 2022
ISBN Information: