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What is Digital Problem Solving

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Using data literacy, design thinking and computational thinking skills to navigate and use multiple digital resources to accomplish goals.
Published in Chapter:
A Case Study of Developing Educator Digital Competences With Serious Game Design
Matej Zapušek (Faculty of Education, University of Ljubljana, Slovenia)
DOI: 10.4018/978-1-6684-9166-9.ch004
Abstract
The chapter presents a case study on the implementation of the SADDIE method, combined with the utilization of a project management tool, in the collaborative learning process of developing an educational computer game to enhance educator-specific digital competences defined in DigCompEdu. The activities in each phase of the method are presented throught the work result of three groups of students each developing their own educational game on a selected topic from computer science. Authors also provide a detailed insight into how students utilized the selected project managament tool to improve the game development process. Furthermore, an analysis is conducted to determine how the selected project management tool enhances the acquisition of specific digital competences within each of the six competence areas defined in DigCompEdu. The results demonstrate that the project management tool significantly improves the learning process in each phase of the SADDIE method and effectively supports the acquisition of educator-specific digital competencies.
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