Business and management of games: An industry driven learning experience for MIS students

D. Ktoridou, E. Doukanari, A. Karayiannis, E. Epaminonda, Ch Christou

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    Industry employers have traditionally been involved with the academia serving in advisory boards and as internship providers. In both cases, their involvement contributes to the development of undergraduate and graduate program curriculums and offering general advice on workforce skills and competencies. This paper describes the collaboration efforts among the Department of Management and MIS of the University of Nicosia, guest lecturers from various disciplines and Game Industry Experts in the creation and implementation of the new industry-driven MIS-465 Business and Management of Games Course. More specifically, the study reports on the design, development and implementation of the course with Game Industry Experts and guest lecturers from other fields playing an active role. Organizational, pedagogical and practical ideas associated with the immersion of students in an industry-driven course are addressed. A suggested framework is presented for educators who want to deliver industry-driven courses.

    Original languageEnglish
    Title of host publicationProceedings of 2018 IEEE Global Engineering Education Conference
    Subtitle of host publicationEmerging Trends and Challenges of Engineering Education, EDUCON 2018
    PublisherIEEE Computer Society
    Pages1563-1567
    Number of pages5
    Volume2018-April
    ISBN (Electronic)9781538629574
    DOIs
    Publication statusPublished - 23 May 2018
    Event2018 IEEE Global Engineering Education Conference - Emerging Trends and Challenges of Engineering Education, EDUCON 2018 - Santa Cruz de Tenerife, Canary Islands, Spain
    Duration: 17 Apr 201820 Apr 2018

    Conference

    Conference2018 IEEE Global Engineering Education Conference - Emerging Trends and Challenges of Engineering Education, EDUCON 2018
    CountrySpain
    CitySanta Cruz de Tenerife, Canary Islands
    Period17/04/1820/04/18

    Fingerprint

    Management information systems
    Students
    industry
    management
    learning
    Industry
    experience
    student
    university teacher
    expert
    internship
    employer
    Curricula
    graduate
    educator
    curriculum

    Keywords

    • Academia and Industry Collaboration
    • Business Canvas
    • Game Industry
    • Higher Education Curricula
    • Industry Driven Courses

    Cite this

    Ktoridou, D., Doukanari, E., Karayiannis, A., Epaminonda, E., & Christou, C. (2018). Business and management of games: An industry driven learning experience for MIS students. In Proceedings of 2018 IEEE Global Engineering Education Conference: Emerging Trends and Challenges of Engineering Education, EDUCON 2018 (Vol. 2018-April, pp. 1563-1567). IEEE Computer Society. https://doi.org/10.1109/EDUCON.2018.8363419
    Ktoridou, D. ; Doukanari, E. ; Karayiannis, A. ; Epaminonda, E. ; Christou, Ch. / Business and management of games : An industry driven learning experience for MIS students. Proceedings of 2018 IEEE Global Engineering Education Conference: Emerging Trends and Challenges of Engineering Education, EDUCON 2018. Vol. 2018-April IEEE Computer Society, 2018. pp. 1563-1567
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    abstract = "Industry employers have traditionally been involved with the academia serving in advisory boards and as internship providers. In both cases, their involvement contributes to the development of undergraduate and graduate program curriculums and offering general advice on workforce skills and competencies. This paper describes the collaboration efforts among the Department of Management and MIS of the University of Nicosia, guest lecturers from various disciplines and Game Industry Experts in the creation and implementation of the new industry-driven MIS-465 Business and Management of Games Course. More specifically, the study reports on the design, development and implementation of the course with Game Industry Experts and guest lecturers from other fields playing an active role. Organizational, pedagogical and practical ideas associated with the immersion of students in an industry-driven course are addressed. A suggested framework is presented for educators who want to deliver industry-driven courses.",
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    Ktoridou, D, Doukanari, E, Karayiannis, A, Epaminonda, E & Christou, C 2018, Business and management of games: An industry driven learning experience for MIS students. in Proceedings of 2018 IEEE Global Engineering Education Conference: Emerging Trends and Challenges of Engineering Education, EDUCON 2018. vol. 2018-April, IEEE Computer Society, pp. 1563-1567, 2018 IEEE Global Engineering Education Conference - Emerging Trends and Challenges of Engineering Education, EDUCON 2018, Santa Cruz de Tenerife, Canary Islands, Spain, 17/04/18. https://doi.org/10.1109/EDUCON.2018.8363419

    Business and management of games : An industry driven learning experience for MIS students. / Ktoridou, D.; Doukanari, E.; Karayiannis, A.; Epaminonda, E.; Christou, Ch.

    Proceedings of 2018 IEEE Global Engineering Education Conference: Emerging Trends and Challenges of Engineering Education, EDUCON 2018. Vol. 2018-April IEEE Computer Society, 2018. p. 1563-1567.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

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    Ktoridou D, Doukanari E, Karayiannis A, Epaminonda E, Christou C. Business and management of games: An industry driven learning experience for MIS students. In Proceedings of 2018 IEEE Global Engineering Education Conference: Emerging Trends and Challenges of Engineering Education, EDUCON 2018. Vol. 2018-April. IEEE Computer Society. 2018. p. 1563-1567 https://doi.org/10.1109/EDUCON.2018.8363419