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| Main Authors: | , , , , |
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| Format: | Preprint |
| Published: |
2025
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2510.15442 |
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| _version_ | 1866911216521183232 |
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| author | Waldeck, Roger Winkens, Ann-Kristin Lemke, Clara Leicht-Scholten, Carmen Audunsson, Haraldur |
| author_facet | Waldeck, Roger Winkens, Ann-Kristin Lemke, Clara Leicht-Scholten, Carmen Audunsson, Haraldur |
| contents | This workshop introduces participants to SUCRE, a serious game designed to enhance curriculum resilience in higher education by simulating crisis scenarios. While applicable to various disciplines, this session focuses on engineering curricula, identifying discipline-specific challenges and potential adaptations. Participants will engage in Step 1 of the game, analyzing trigger events and their impacts on curriculum structures. At the end of the workshop, attendees will be able to identify key triggers that may affect curricula, assess their cascading effects, and reflect on the applicability of SUCRE within their own institutions. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2510_15442 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Identifying curriculum disruptions in engineering education through serious gaming Waldeck, Roger Winkens, Ann-Kristin Lemke, Clara Leicht-Scholten, Carmen Audunsson, Haraldur Computers and Society This workshop introduces participants to SUCRE, a serious game designed to enhance curriculum resilience in higher education by simulating crisis scenarios. While applicable to various disciplines, this session focuses on engineering curricula, identifying discipline-specific challenges and potential adaptations. Participants will engage in Step 1 of the game, analyzing trigger events and their impacts on curriculum structures. At the end of the workshop, attendees will be able to identify key triggers that may affect curricula, assess their cascading effects, and reflect on the applicability of SUCRE within their own institutions. |
| title | Identifying curriculum disruptions in engineering education through serious gaming |
| topic | Computers and Society |
| url | https://arxiv.org/abs/2510.15442 |