Gamification for Practical Engineering Education in Project and Risk Management
Date Issued
2019-07
Author(s)
Fustik, Vangel
Rogleva, Nevenka Kiteva
Petrova, Natalija
DOI
10.1109/eurocon.2019.8861900
Abstract
The paper makes insight in the current efforts of
the universities to implement and perform practical knowledge
to the engineering students in the business in a new economy of
the new millennium and project environment they are working
after graduation. The university education should be up-front
in following the changes in the company’ strategy orientated
towards projects with various types, sizes and categories. This
challenge, especially in the engineering curricula, the
universities and professors are faced with, needs their creative
approach in delivering practical knowledge and skills to the
young professionals that will be needed in their workplace. The
examples of introducing gamification method in solving
assignments at FEIT are presented and analyzed, as an positive
experience for both students and professors.
the universities to implement and perform practical knowledge
to the engineering students in the business in a new economy of
the new millennium and project environment they are working
after graduation. The university education should be up-front
in following the changes in the company’ strategy orientated
towards projects with various types, sizes and categories. This
challenge, especially in the engineering curricula, the
universities and professors are faced with, needs their creative
approach in delivering practical knowledge and skills to the
young professionals that will be needed in their workplace. The
examples of introducing gamification method in solving
assignments at FEIT are presented and analyzed, as an positive
experience for both students and professors.
Subjects
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