Teaching Design Thinking through Gamified Learning

Hariklia Tsalapatas, Olivier Heidmann, Kai Pata, Carlos Vaz de Carvalho, Merja Bauters, Spyros Papadopoulos, Costas Katsimendes, Christina Taka, Elias Houstis

Abstract

Entrepreneurial capacity has long been considered as a key transversal competency applicable in all subjects and educational levels. It empowers individuals to explore their talents, to introduce creative ideas, and to take action towards turning ideas into viable solutions that contribute to business growth and social wellbeing. Design thinking is a human-centered, solution-oriented approach to entrepreneurial innovation that aims at introducing solutions to business as well as social issues by better understanding how a user experiences a proposed service or product. This paper introduces the design and implementation of active learning digital services supported by gamification principles in learning contexts that facilitate the introduction of design thinking to higher education engineering students. The proposed learning intervention engages students in the design thinking processes of empathizing, ideating, designing, and validating through an on-line learning platform that promotes collaboration in and across teams, brainstorming, and peer reviews of designs allowing students to learn from experience through cases inspired by real world challenges.

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Paper Citation


in Harvard Style

Tsalapatas H., Heidmann O., Pata K., Vaz de Carvalho C., Bauters M., Papadopoulos S., Katsimendes C., Taka C. and Houstis E. (2019). Teaching Design Thinking through Gamified Learning.In Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-367-4, pages 278-283. DOI: 10.5220/0007697402780283


in Bibtex Style

@conference{csedu19,
author={Hariklia Tsalapatas and Olivier Heidmann and Kai Pata and Carlos Vaz de Carvalho and Merja Bauters and Spyros Papadopoulos and Costas Katsimendes and Christina Taka and Elias Houstis},
title={Teaching Design Thinking through Gamified Learning},
booktitle={Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2019},
pages={278-283},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0007697402780283},
isbn={978-989-758-367-4},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 11th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - Teaching Design Thinking through Gamified Learning
SN - 978-989-758-367-4
AU - Tsalapatas H.
AU - Heidmann O.
AU - Pata K.
AU - Vaz de Carvalho C.
AU - Bauters M.
AU - Papadopoulos S.
AU - Katsimendes C.
AU - Taka C.
AU - Houstis E.
PY - 2019
SP - 278
EP - 283
DO - 10.5220/0007697402780283