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 language | English |
|---|---|
| Title of host publication | Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 |
| Editors | Mark J.W. Lee, Sasha Nikolic, Gary K.W. Wong, Jun Shen, Montserrat Ros, Leon C. U. Lei, Neelakantam Venkatarayalu |
| Publisher | Institute of Electrical and Electronics Engineers Inc. |
| Pages | 616-623 |
| Number of pages | 8 |
| ISBN (Electronic) | 978-1-5386-6522-0 |
| DOIs | |
| State | Published - 16 Jan 2019 |
| Event | Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 - Duration: 16 Jan 2019 → … |
Conference
| Conference | Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 |
|---|---|
| Period | 16/01/19 → … |
Bibliographical note
Publisher Copyright:© 2018 IEEE.
Publisher Copyright:
© 2018 IEEE.
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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SDG 9 Industry, Innovation, and Infrastructure
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SDG 17 Partnerships for the Goals
Keywords
- Generation Z
- ITC2
- Revolution 4.0
- case study
- constructive research
- gamification
- serious games
- simulations
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