TY - JOUR
T1 - Teaching integration, trust, communication and collaboration competencies using challenge based learning for business & engineering programs
AU - Luna, Ana
AU - Chong, Mario
AU - Jurburg, Daniel
N1 - Publisher Copyright:
IEEE
Publisher Copyright:
© 2022 IEEE.
PY - 2022/2/1
Y1 - 2022/2/1
N2 - The world is living its fourth industrial revolution, consisting in the digitalization of industrial processes and incorporating the use of different technologies, leading to significant changes in future workplaces and future jobs. For these reasons, the next generation of business engineering professionals must strengthen their technical knowledge and personal competencies to face an adequate adaptation to the challenges brought by this new digital era. In this research, we present different learning methods that reinforce professional competencies focused on Integration, Trust, Communication, and Collaboration (ITC2) which are pointed as some of the main soft competencies needed to face this digital revolution in future businesses. The objective of this article is to propose a new challenge-based learning course-pack including the use of different methodologies such as serious games, gamification, simulation, and case studies to reinforce these ITC2 competencies. The results, composed of individual scores, testimonies, and focus groups, revealed evidence on ITC2 capacities training.
AB - The world is living its fourth industrial revolution, consisting in the digitalization of industrial processes and incorporating the use of different technologies, leading to significant changes in future workplaces and future jobs. For these reasons, the next generation of business engineering professionals must strengthen their technical knowledge and personal competencies to face an adequate adaptation to the challenges brought by this new digital era. In this research, we present different learning methods that reinforce professional competencies focused on Integration, Trust, Communication, and Collaboration (ITC2) which are pointed as some of the main soft competencies needed to face this digital revolution in future businesses. The objective of this article is to propose a new challenge-based learning course-pack including the use of different methodologies such as serious games, gamification, simulation, and case studies to reinforce these ITC2 competencies. The results, composed of individual scores, testimonies, and focus groups, revealed evidence on ITC2 capacities training.
KW - Business
KW - Collaborative work
KW - Constructive research
KW - Education
KW - Engineering education
KW - Engineering management
KW - Fourth Industrial Revolution
KW - Games
KW - Industry 4.0
KW - Learning systems
KW - Teamwork
UR - http://www.scopus.com/inward/record.url?scp=85124745548&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/750ee9f9-46df-31a1-85be-b6d843506a73/
U2 - 10.1109/RITA.2022.3149828
DO - 10.1109/RITA.2022.3149828
M3 - Article in a journal
AN - SCOPUS:85124745548
SN - 1932-8540
VL - 17
SP - 89
EP - 98
JO - Revista Iberoamericana de Tecnologias del Aprendizaje
JF - Revista Iberoamericana de Tecnologias del Aprendizaje
IS - 1
ER -