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Out of the Box: Using Gamification Cards to Teach Ideation to Engineering Students

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11249))

Abstract

This paper reports on innovative teaching interventions in the frame of Internet of Things (IoT) design ideation classes. A card-based gamification approach has been applied in two different engineering masters courses. The participating students had already a good understanding of IoT technologies and they were asked to produce innovative designs by using them. We examine here the produced design ideas and the students’ perception of the collaborative design process and tools. The paper discusses broader issues relating to applicability of design- and ideation-focused gamification methods in the context of engineering education and the effect they have on collaborative design and innovation.

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References

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Acknowledgements

The authors thank S. Mora, M. Divitini and F. Gianni of NTNU, for introducing us to the Tiles cards, and the students who participated in the workshops.

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Correspondence to Christos Sintoris .

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Sintoris, C., Mavrommati, I., Avouris, N., Chatzigiannakis, I. (2018). Out of the Box: Using Gamification Cards to Teach Ideation to Engineering Students. In: Kameas, A., Stathis, K. (eds) Ambient Intelligence. AmI 2018. Lecture Notes in Computer Science(), vol 11249. Springer, Cham. https://doi.org/10.1007/978-3-030-03062-9_17

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  • DOI: https://doi.org/10.1007/978-3-030-03062-9_17

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-03061-2

  • Online ISBN: 978-3-030-03062-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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