Gaming as Educational Technology and the Evaluation of Gaming Results-The Experiment of Sweden Game
Authors
Masashi Kawaguchi, Takeshi Kougo, Hideyuki Kanematsu, Norio Baba
Corresponding Author
Masashi Kawaguchi
Available Online November 2016.
- DOI
- 10.2991/aiie-16.2016.117How to use a DOI?
- Keywords
- component; gaming; sweden game; students education
- Abstract
In this research, we conducted the Sweden game and described its educational effect. The Sweden game is one way to determine cost-sharing for the construction of a pipeline. Three groups of about 40 students were used, with each group consisting of six teams. A good solution was obtained. Additionally, students learned practical methods, how to strategize, and how to bargain. We realized that this experiment resulted in a desirable educational effect. We also evaluated the results of the Sweden game.
- Copyright
- © 2016, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Masashi Kawaguchi AU - Takeshi Kougo AU - Hideyuki Kanematsu AU - Norio Baba PY - 2016/11 DA - 2016/11 TI - Gaming as Educational Technology and the Evaluation of Gaming Results-The Experiment of Sweden Game BT - Proceedings of the 2016 2nd International Conference on Artificial Intelligence and Industrial Engineering (AIIE 2016) PB - Atlantis Press SP - 503 EP - 506 SN - 1951-6851 UR - https://doi.org/10.2991/aiie-16.2016.117 DO - 10.2991/aiie-16.2016.117 ID - Kawaguchi2016/11 ER -