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

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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 : Emerging Trends and Challenges of Engineering Education, EDUCON 2018
PublisherIEEE Computer Society
Pages1563-1567
Number of pages5
Volume2018-April
ISBN (Electronic)9781538629574
Publication statusPublished - 23 May 2018

Keywords

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

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