Do Video Games Enhance Competencies & Skills? Study Case: Civil Engineering Students

The following article is a text that shows the relevance of including video games as part of an academic technique that promotes coexistence, communication, teamwork, develop some skills, competencies, and creativity among members of the university community -professors and students-. The objective of this research is to show the results obtained in a dynamic organized by the Civil Engineering department of a private university in Puebla, Mexico. The idea is to hold a private session and play “Call of Duty: Warzone II”. It should be noted that with this activity the students can learn a specific content, in this case, the analysis of a hydraulic press, how it is built and how it works. In addition, the activity carried on, helped to create a better bond between teachers and students, but above all, showed the possibilities to generate greater interest in learning and to get the students actively involved in one topic. The theoretical framework on which this research lies in the following topics: Game-Based Learning -GBL-, innovative education focused on video games as community generators, and the importance of the development of certain skills among college students. The methodology that this study has, is quantitative. Particularly, a questionnaire -Likert scale-, is carried out to the students who participated in this dynamic. The main results show that the people who were in the virtual session are excited to interact under another type of scenarios that goes beyond the classroom, and that “breaking” the barrier between teacher and alumni becomes a differentiating and innovative element. In educational matters, they consider that the learning obtained from a video game is something that they had not contemplated; Added to this, the students ensure that working as a team, communicating their needs and doubts between peers, and getting involved in this kind of forums helps generate greater interest in engineering and acquire new knowledge. Finally, it can be concluded that video games nowadays are an indispensable tool not only to foster an online community but to take the teaching and learning process to another level.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2687
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.05
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article

Do Video Games Enhance Competencies & Skills? Study Case: Civil Engineering Students

Romeo Ballinas-González, Rodrigo Urcid Puga, Jorge-Arturo Rodríguez-Vázquez
1 citations
European Conference on Games Based Learning
Educational Games and Gamification
1.05
article

Do Video Games Enhance Competencies & Skills? Study Case: Civil Engineering Students

Romeo Ballinas-González, Rodrigo Urcid Puga, Jorge-Arturo Rodríguez-Vázquez
article en
1 citations

Abstract

The following article is a text that shows the relevance of including video games as part of an academic technique that promotes coexistence, communication, teamwork, develop some skills, competencies, and creativity among members of the university community -professors and students-. The objective of this research is to show the results obtained in a dynamic organized by the Civil Engineering department of a private university in Puebla, Mexico. The idea is to hold a private session and play “Call of Duty: Warzone II”. It should be noted that with this activity the students can learn a specific content, in this case, the analysis of a hydraulic press, how it is built and how it works. In addition, the activity carried on, helped to create a better bond between teachers and students, but above all, showed the possibilities to generate greater interest in learning and to get the students actively involved in one topic. The theoretical framework on which this research lies in the following topics: Game-Based Learning -GBL-, innovative education focused on video games as community generators, and the importance of the development of certain skills among college students. The methodology that this study has, is quantitative. Particularly, a questionnaire -Likert scale-, is carried out to the students who participated in this dynamic. The main results show that the people who were in the virtual session are excited to interact under another type of scenarios that goes beyond the classroom, and that “breaking” the barrier between teacher and alumni becomes a differentiating and innovative element. In educational matters, they consider that the learning obtained from a video game is something that they had not contemplated; Added to this, the students ensure that working as a team, communicating their needs and doubts between peers, and getting involved in this kind of forums helps generate greater interest in engineering and acquire new knowledge. Finally, it can be concluded that video games nowadays are an indispensable tool not only to foster an online community but to take the teaching and learning process to another level.

European Conference on Games Based LearningVol. 18(1)
Tecnológico de Monterrey (MX)
Quality Education
Openalex Percentile: Top 27%
Educational Games and Gamification
1.05
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