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Authors: Hariklia Tsalapatas 1 ; Olivier Heidmann 2 ; Kai Pata 3 ; Carlos Vaz de Carvalho 4 ; Merja Bauters 5 ; Spyros Papadopoulos 1 ; Costas Katsimendes 1 ; Christina Taka 1 and Elias Houstis 1

Affiliations: 1 University of Thessaly, Argonafron & Filellinon, 38221 Volos and Greece ; 2 Centre for Research and Technology Hellas, 6th klm Harilaou Thermi Road, 57001 Thessaloniki and Greece ; 3 Tallinn University, Navra Road 25, 10120 Tallinn and Estonia ; 4 Porto Polytechnic, Rua Dr. Doberto Frias 712, 4200465 Porto and Portugal ; 5 Metropolia University, Bulevardi 31 A, 00180 Helsinki and Finland

ISBN: 978-989-758-367-4

Keyword(s): Design Thinking, Higher Education, Active Learning, Creativity, Innovation, Gamification, Engagement.

Related Ontology Subjects/Areas/Topics: Active Learning ; Computer-Supported Education ; Information Technologies Supporting Learning ; Learning/Teaching Methodologies and Assessment ; Pattern Recognition ; Project Based Learning and Engineering Education ; Theory and Methods ; Ubiquitous Learning ; Virtual Labs and Virtual Classrooms

Abstract: Entrepreneurial capacity has long been considered as a key transversal competency applicable in all subjects and educational levels. It empowers individuals to explore their talents, to introduce creative ideas, and to take action towards turning ideas into viable solutions that contribute to business growth and social wellbeing. Design thinking is a human-centered, solution-oriented approach to entrepreneurial innovation that aims at introducing solutions to business as well as social issues by better understanding how a user experiences a proposed service or product. This paper introduces the design and implementation of active learning digital services supported by gamification principles in learning contexts that facilitate the introduction of design thinking to higher education engineering students. The proposed learning intervention engages students in the design thinking processes of empathizing, ideating, designing, and validating through an on-line learning platform that prom otes collaboration in and across teams, brainstorming, and peer reviews of designs allowing students to learn from experience through cases inspired by real world challenges. (More)

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Paper citation in several formats:
Tsalapatas, H.; Heidmann, O.; Pata, K.; Vaz de Carvalho, C.; Bauters, M.; Papadopoulos, S.; Katsimendes, C.; Taka, C. and Houstis, E. (2019). Teaching Design Thinking through Gamified Learning.In Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-367-4, pages 278-283. DOI: 10.5220/0007697402780283

@conference{csedu19,
author={Hariklia Tsalapatas. and Olivier Heidmann. and Kai Pata. and Carlos Vaz de Carvalho. and Merja Bauters. and Spyros Papadopoulos. and Costas Katsimendes. and Christina Taka. and Elias Houstis.},
title={Teaching Design Thinking through Gamified Learning},
booktitle={Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2019},
pages={278-283},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0007697402780283},
isbn={978-989-758-367-4},
}

TY - CONF

JO - Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - Teaching Design Thinking through Gamified Learning
SN - 978-989-758-367-4
AU - Tsalapatas, H.
AU - Heidmann, O.
AU - Pata, K.
AU - Vaz de Carvalho, C.
AU - Bauters, M.
AU - Papadopoulos, S.
AU - Katsimendes, C.
AU - Taka, C.
AU - Houstis, E.
PY - 2019
SP - 278
EP - 283
DO - 10.5220/0007697402780283

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