DEVELOPING AN ‘OUT OF THE SCHOOL DOORS’ APPROACH FOR TEACHING INNOVATION BASED ON DESIGN THINKING: FOCUS ON GAMIFIED MOBILE APPLICATIONS

Published 31 July 2020 •  vol 1  •  no 1  • 


Authors:

 

Athanassios Androutsos, Athens University of Economics and Business, Greece
Paraskevi Souma, Athens University of Economics and Business, Greece

Abstract:

 

In this paper, the development of a gamified mobile-app for teaching innovation, based on design thinking, is described. The method extends the current designerly approaches for learning by focusing not only on the pedagogical and educational considerations but also on how design thinking and innovation could be taught in an ‘out of the school doors’ approach through gamified methods provided by mobile applications. The proposed method fits to all levels of educational system and to lifelong learning. The gamified approach was developed as a mobile application with augmented reality (AR) features that combines real-world objects and digital artifacts giving the ability to the players to actively participate in the educational process. A pilot was conducted in order to evaluate the appropriateness and effectiveness of the proposed method. The results confirmed the validity and reliability of the proposed educational approach which could be used either alone or in combination with the current educational methodologies in order to teach trainees how to become design thinkers and thus innovative and responsible members of the economy and society.

Keywords:

 

Education, Pedagogy, Design Thinking, Innovation, Co-Creation, ICT, Gamification, Entrepreneurship

References:

 

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Citations:

 

APA:
Androutsos, A., & Souma, P. (2020). The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students. Journal of Education and Teaching Methodology (JETM), ISSN: 2652-7286, NADIA, 1(1), 31-40. doi: 10.33832/jetm.2020.1.1.03.

MLA:
Androutsos, Athanassios, et al. “The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students.” Journal of Education and Teaching Methodology, ISSN: 2652-7286, NADIA, vol. 1, no. 1, 2020, pp. 31-40. JETM, http://article.nadiapub.com/JETM/vol1_no1/3.html.

IEEE:
[1] A. Androutsos, and P. Souma, "The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students." Journal of Education and Teaching Methodology (JETM), ISSN: 2652-7286, NADIA, vol. 1, no. 1, pp. 31-40, Jul 2020.