Guess the Score, Fostering Collective Intelligence in the Class

Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 138)

Abstract

This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The use of games in teaching, at different levels of education, has been widely discussed by researchers [1]. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [2]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, interaction, collaboration and engagement of students with the educational activity. The game has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. The first part of this article is devoted to the presentation of the fields of knowledge which may be involved in collective intelligence education. The second part presents GS game in the context of a model-based learning to promote collective intelligence. In the final part the results of the implementation are discussed. This paper concludes that the design of learning activities using serious games as a support tool in education, increased social skills and improves student performance groups, therefore the development collective intelligence.

Keywords

Collective intelligence education Serious games Learning ICT tools Patterns 

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Copyright information

© Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2014

Authors and Affiliations

  1. 1.Universitat Politècnica de CatalunyaBarcelonaSpain

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