Learning strategies to optimize the assimilation of ITC2 competencies for business engineering programs

Ana Luna, Mario Chong, Daniel Jurburg

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations

Abstract

The current industrial revolution., known as Industry 4.0, consists of the digitalization of industrial processes and also incorporates the use of 3D printers, autonomous vehicles, the Internet of Things (IoT), robotics, virtual reality companies, must adapt to these changes. For these reasons, the next generation of Business Engineers must strengthen their technical knowledge and personal skills to face this new digital era. In this work, different learning methods that reinforce soft or social skills focused on Integration, Trust, Communication, and Collaboration (ITC2) are shown to acquire the necessary tools to occupy the jobs and lead this virtual revolution. For this purpose, different methodologies, such as serious games, gamification, simulation and case studies are proposed for the teaching of ITC2 skills in an Engineering course. Significant improvements were made in the students' academic performance and in the continuous use of critical thinking.
Original languageEnglish
Title of host publicationProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
EditorsMark J.W. Lee, Sasha Nikolic, Gary K.W. Wong, Jun Shen, Montserrat Ros, Leon C. U. Lei, Neelakantam Venkatarayalu
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages616-623
Number of pages8
ISBN (Electronic)978-1-5386-6522-0
DOIs
StatePublished - 16 Jan 2019
EventProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 -
Duration: 16 Jan 2019 → …

Conference

ConferenceProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
Period16/01/19 → …

Bibliographical note

Publisher Copyright:
© 2018 IEEE.

Publisher Copyright:
© 2018 IEEE.

Keywords

  • Generation Z
  • ITC2
  • Revolution 4.0
  • case study
  • constructive research
  • gamification
  • serious games
  • simulations

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