Browsing by Author "Kikot, Tatiana"
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- Business simulators and lecturer’s perception! The case of University of AlgarvePublication . Kikot, Tatiana; Costa, Gonçalo; Fernandes, Silvia BritoThe purpose of this paper is to investigate the usage of simulation/serious games in the University of Algarve (Portugal), because these novel learning environments are still on an early stage of adoption. Members of the Faculty of Economics (in a total 60 lecturers and their assistants) participated in this study through a mixed survey (closed and ask for agreement queries). The empirical evidences denote interesting results: (i) a response rate of 43 percent; (ii) these tools increase learning engagement; (iii) the lack of information and not sufficient alignment with the course unit hinders the uptake of these technologies within classrooms; (iv) lecturers have a positive perception and consider them as valuable for students’ better learning. Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games and their integration into course curriculum. To conclude, this paper will be divided into five sections: (i) research statement; (ii) research design (aims/objectives, research methodology and data collection/analysis); (iii) findings (lecturers’ profile, awareness, experiences and results summary); (iv) limitations and future work (methodological limitations and tools/ analysis upgrade); and, (v) conclusions.
- Implementation of business simulation games as learning tool: an example from University of AlgarvePublication . Kikot, Tatiana; Fernandes, Silvia Brito; Magalhães, Rui; Costa, GonçaloGame-based learning environments in education are a valuable asset, as well as their potential benefits are unquestionable (Guillén-Nieto & Aleson-Carbonell, 2012). Yet, recent studies concerning academic achievement have reported contradictory or ambiguous findings. It is also interesting that empirical studies devoted to Management courses are not abundant and focus on: single unit courses (e.g., Edelheim & Ueda, 2007), units with low levels of interdisciplinarity (e.g., Pasin & Giroux, 2011), non-longitudinal studies (e.g., Sørensen, 2011) or games usability (e.g., Blažič et al., 2012). Therefore, the leading Author produced the following research query: can GBL (Cesim Global Challenge) be a useful and productive tool to support Management students for effective learning towards complex contexts while enhances engagement? A case study approach will be used (University of Algarve).
- Portuguese animation platform: digital platform development for the animation sectorPublication . Kikot, Tatiana; Graça, Marina Estela; Zacarias, MarielbaToday, Portuguese Animation has proved to be an important part of national cultural heritage. The medium received more than 200 awards and honorable mentions in the most prestigious festivals. Portuguese Animation has a great potential in becoming an industry that can provide not only economic benefits, but also become a medium known by everyone locally and be acknowledged internationally. One of the actual problems is the absence of specific media able to give visibility to the people working in this area. In order to fill this gap, the development of a new digital platform, still missing, has been suggested to the author to resolve the real problem. Connecting a problem with Communication Design brought out the research question: “Can digital platform contribute to knowledge sharing for the students and professionals in the Animation sector, while enhancing engagement?” To answer the research the concept of “the practice-based approach” was used, where the development of a design project is not the objective, but is the integral part of the process, and techniques such as: literature review, case studies, and usability testing with in-person observations. In the end the functional prototype was developed to prove the hypothesis. Portuguese Animation Platform is a digital platform designed to be a repository for the artworks of students and professionals in the Animation sector. This platform allows rapid and efficient communication and knowledge sharing for the users. For the research the characteristics of target public was studied, the User Interface (UI) and the User Experience (UX) aspects through the usability testing. The gathered data outcome enabled the identification of some issues and revealed what necessary improvements had to be made. All the participants expressed the excitement and strongly believe it can provide them a better experience. So the research question was positively answered and proved the hypothesis, suggesting that digital platform can contribute to knowledge sharing while enhancing engagement. This research and its practical outcome might contribute to a more sustainable growth of the Animation sector.
- Simulation games as tools for integrative dynamic learning: The case of the management course at the University of AlgarvePublication . Kikot, Tatiana; Costa, Gonçalo; Magalhães, Rui; Fernandes, Silvia BritoToday, in order to people or organizations survive in a changing environment it is essential to adapt. Learning provided to people is a key feature for an active response since it implies acquiring knowledge, skills and competencies to cope successfully with different circumstances. Literature has focused on how digital games support education because simulators represent dynamic models of real situations; so, their goal is to ensure that the player denotes his decisions consequences. When teaching certain skills through these games, a reflection stage is crucial to evaluate the experiences gathered during the simulation and promote knowledge appliance by participants into the real world. Due to its multiple scientific contributions, gaming can overlap a valid solution to prepare learners understanding regarding complex contexts. This research denotes an ongoing PhD research about the characteristics of a management course unit (at the University of Algarve, Portugal) that explores a business simulator- Cesim Global Challenge- for learning purposes, as well as the effectiveness of an integrative approach (new learning environments) on students’ engagement and dynamic learning outcomes. From the earlier empirical data is understandable game-based learning advantages and disadvantages within Management and Entrepreneurship courses.