The Project Fair: The gamification experience of students' project activity

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)

Abstract

Modernization of technology requires training of personnel with new competencies and establishment of centers for innovation in education, research, and technologies within the framework of higher education system. According to that tendency Project activity direction was created in the system of Elite Engineering Education in Tomsk Polytechnic University. The key features of the organization of this course are its practice-oriented approach and the immediate outcome presented during the "Elite Engineering Education Project Fair", which is a set of events aimed at facilitating students' research and project activity. This article observes event "Elite Engineering Education Project Fair" as a gameficational event interstitial into educational process. The article describes in detail he content of this science and project-oriented occurrence. There are the timetable of "Project fair" and describing of valuable components. The whole event consists of the following game blocks: "Hello world" workshop - a venue for evaluating each other's projects, and sharing ideas; "Idea mill" creative master class where students find like-minded people and project ideas, and unite into project teams; "Team race" business game where students obtain valuable experience of working on their projects. The game contains the following stages: "Goal-setting", "Working with information base", "Time management", "Scheduling", "Effective presentation", "Skill of identifying the basic idea"; "Path of experts" role-playing game; Defense of projects. Moreover, the article contains description of automation system of project activity. "DefYourself" Internet resource was represented and there are results of "Project Fair" organization based on this source. "Vector" embedded system also is represented in the article. Several years of organization event experience show that holding the "Project Fair" motivates students for further development of technological innovations and their implementation, interactively immerses students into project activity and familiarizes them with its basics.

Original languageEnglish
Title of host publicationProceedings of the European Conference on Games-based Learning
PublisherDechema e.V.
Pages423-429
Number of pages7
Volume1
ISBN (Print)9781910309551
Publication statusPublished - 2014

Fingerprint

Students
Engineering education
experience
student
Innovation
Education
Modernization
Embedded systems
event
elite
Automation
Scheduling
Internet
Personnel
engineering
organization
education
interstitial
Industry
time management

Keywords

  • Elite engineering education programme
  • Game-based learning
  • Project activity

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

Cite this

Mozgaleva, P., Gulyaeva, K., & Zamyatina, O. (2014). The Project Fair: The gamification experience of students' project activity. In Proceedings of the European Conference on Games-based Learning (Vol. 1, pp. 423-429). Dechema e.V..

The Project Fair : The gamification experience of students' project activity. / Mozgaleva, Polina; Gulyaeva, Kseniya; Zamyatina, Oxana.

Proceedings of the European Conference on Games-based Learning. Vol. 1 Dechema e.V., 2014. p. 423-429.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Mozgaleva, P, Gulyaeva, K & Zamyatina, O 2014, The Project Fair: The gamification experience of students' project activity. in Proceedings of the European Conference on Games-based Learning. vol. 1, Dechema e.V., pp. 423-429.
Mozgaleva P, Gulyaeva K, Zamyatina O. The Project Fair: The gamification experience of students' project activity. In Proceedings of the European Conference on Games-based Learning. Vol. 1. Dechema e.V. 2014. p. 423-429
Mozgaleva, Polina ; Gulyaeva, Kseniya ; Zamyatina, Oxana. / The Project Fair : The gamification experience of students' project activity. Proceedings of the European Conference on Games-based Learning. Vol. 1 Dechema e.V., 2014. pp. 423-429
@inproceedings{30d02633f1304b8eadeafd1f81531a70,
title = "The Project Fair: The gamification experience of students' project activity",
abstract = "Modernization of technology requires training of personnel with new competencies and establishment of centers for innovation in education, research, and technologies within the framework of higher education system. According to that tendency Project activity direction was created in the system of Elite Engineering Education in Tomsk Polytechnic University. The key features of the organization of this course are its practice-oriented approach and the immediate outcome presented during the {"}Elite Engineering Education Project Fair{"}, which is a set of events aimed at facilitating students' research and project activity. This article observes event {"}Elite Engineering Education Project Fair{"} as a gameficational event interstitial into educational process. The article describes in detail he content of this science and project-oriented occurrence. There are the timetable of {"}Project fair{"} and describing of valuable components. The whole event consists of the following game blocks: {"}Hello world{"} workshop - a venue for evaluating each other's projects, and sharing ideas; {"}Idea mill{"} creative master class where students find like-minded people and project ideas, and unite into project teams; {"}Team race{"} business game where students obtain valuable experience of working on their projects. The game contains the following stages: {"}Goal-setting{"}, {"}Working with information base{"}, {"}Time management{"}, {"}Scheduling{"}, {"}Effective presentation{"}, {"}Skill of identifying the basic idea{"}; {"}Path of experts{"} role-playing game; Defense of projects. Moreover, the article contains description of automation system of project activity. {"}DefYourself{"} Internet resource was represented and there are results of {"}Project Fair{"} organization based on this source. {"}Vector{"} embedded system also is represented in the article. Several years of organization event experience show that holding the {"}Project Fair{"} motivates students for further development of technological innovations and their implementation, interactively immerses students into project activity and familiarizes them with its basics.",
keywords = "Elite engineering education programme, Game-based learning, Project activity",
author = "Polina Mozgaleva and Kseniya Gulyaeva and Oxana Zamyatina",
year = "2014",
language = "English",
isbn = "9781910309551",
volume = "1",
pages = "423--429",
booktitle = "Proceedings of the European Conference on Games-based Learning",
publisher = "Dechema e.V.",

}

TY - GEN

T1 - The Project Fair

T2 - The gamification experience of students' project activity

AU - Mozgaleva, Polina

AU - Gulyaeva, Kseniya

AU - Zamyatina, Oxana

PY - 2014

Y1 - 2014

N2 - Modernization of technology requires training of personnel with new competencies and establishment of centers for innovation in education, research, and technologies within the framework of higher education system. According to that tendency Project activity direction was created in the system of Elite Engineering Education in Tomsk Polytechnic University. The key features of the organization of this course are its practice-oriented approach and the immediate outcome presented during the "Elite Engineering Education Project Fair", which is a set of events aimed at facilitating students' research and project activity. This article observes event "Elite Engineering Education Project Fair" as a gameficational event interstitial into educational process. The article describes in detail he content of this science and project-oriented occurrence. There are the timetable of "Project fair" and describing of valuable components. The whole event consists of the following game blocks: "Hello world" workshop - a venue for evaluating each other's projects, and sharing ideas; "Idea mill" creative master class where students find like-minded people and project ideas, and unite into project teams; "Team race" business game where students obtain valuable experience of working on their projects. The game contains the following stages: "Goal-setting", "Working with information base", "Time management", "Scheduling", "Effective presentation", "Skill of identifying the basic idea"; "Path of experts" role-playing game; Defense of projects. Moreover, the article contains description of automation system of project activity. "DefYourself" Internet resource was represented and there are results of "Project Fair" organization based on this source. "Vector" embedded system also is represented in the article. Several years of organization event experience show that holding the "Project Fair" motivates students for further development of technological innovations and their implementation, interactively immerses students into project activity and familiarizes them with its basics.

AB - Modernization of technology requires training of personnel with new competencies and establishment of centers for innovation in education, research, and technologies within the framework of higher education system. According to that tendency Project activity direction was created in the system of Elite Engineering Education in Tomsk Polytechnic University. The key features of the organization of this course are its practice-oriented approach and the immediate outcome presented during the "Elite Engineering Education Project Fair", which is a set of events aimed at facilitating students' research and project activity. This article observes event "Elite Engineering Education Project Fair" as a gameficational event interstitial into educational process. The article describes in detail he content of this science and project-oriented occurrence. There are the timetable of "Project fair" and describing of valuable components. The whole event consists of the following game blocks: "Hello world" workshop - a venue for evaluating each other's projects, and sharing ideas; "Idea mill" creative master class where students find like-minded people and project ideas, and unite into project teams; "Team race" business game where students obtain valuable experience of working on their projects. The game contains the following stages: "Goal-setting", "Working with information base", "Time management", "Scheduling", "Effective presentation", "Skill of identifying the basic idea"; "Path of experts" role-playing game; Defense of projects. Moreover, the article contains description of automation system of project activity. "DefYourself" Internet resource was represented and there are results of "Project Fair" organization based on this source. "Vector" embedded system also is represented in the article. Several years of organization event experience show that holding the "Project Fair" motivates students for further development of technological innovations and their implementation, interactively immerses students into project activity and familiarizes them with its basics.

KW - Elite engineering education programme

KW - Game-based learning

KW - Project activity

UR - http://www.scopus.com/inward/record.url?scp=84923615430&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84923615430&partnerID=8YFLogxK

M3 - Conference contribution

AN - SCOPUS:84923615430

SN - 9781910309551

VL - 1

SP - 423

EP - 429

BT - Proceedings of the European Conference on Games-based Learning

PB - Dechema e.V.

ER -