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

Ana Luna, Mario Chong, Daniel Jurburg

Producción científica: Capítulo del libro/informe/acta de congresoContribución a la conferenciarevisión exhaustiva

6 Citas (Scopus)

Resumen

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.
Idioma originalInglés
Título de la publicación alojadaProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
EditoresMark J.W. Lee, Sasha Nikolic, Gary K.W. Wong, Jun Shen, Montserrat Ros, Leon C. U. Lei, Neelakantam Venkatarayalu
EditorialInstitute of Electrical and Electronics Engineers Inc.
Páginas616-623
Número de páginas8
ISBN (versión digital)978-1-5386-6522-0
DOI
EstadoPublicada - 16 ene. 2019
EventoProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 -
Duración: 16 ene. 2019 → …

Conferencia

ConferenciaProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
Período16/01/19 → …

Nota bibliográfica

Publisher Copyright:
© 2018 IEEE.

Publisher Copyright:
© 2018 IEEE.

Palabras clave

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

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