LEGO, PICTIONARY AND POKER: LESSONS LEARNT FROM GAMIFICATION FOR INFORMATION SYSTEM TEACHING AT UNIVERSITY
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Our context is the teaching of information systems at the license level of a technical institute. It requires technical knowledge as well as managerial one. In this context, an important part of the teaching concerns modelling of data that will be manipulated by the system and projects management for building systems. To facilitate learning and improving students' results, we investigated the Elaboration phase of the BSCS 5E Instructional Model as well as the Concrete Experience stage of Kolb experiential learning cycle and we experimented gamification in some of our teaching activities. This paper presents four case studies in gamification for information systems teaching: one of them is related to the learning of data modelling with a personalized version of the Pictionary, the two others concern project management with Legos and Poker. These case studies clearly show the usefulness of gamification in learning.
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