ESG遊戲化教學目標在促使學生深入理解並有效應用ESG概念,透過遊戲化的學習過程,培養學生的議題認知、創造力及設計思考能力,以應對全球在面臨永續轉型風險的挑戰下,學習企業如何持續的應變內外部環境變化,持續永續發展。主要教學目標包括:The ESG game teaching objectives encourage students to deeply understand and effectively apply the ESG concept, and through the game-based learning process, cultivate students' question awareness, creativity and design thinking ability, so as to learn how enterprises can continue to adapt to changes in the internal and external environments and continue to develop in the face of the global challenge of continuous transformation risks. The main teaching objectives include:
1. "Design Thinking for Sustainability: A Chocolate Project" by Sylvie Brougham (2022) 此書提供設計思考與永續結合,通過一個實際的巧克力項目來說明如何在設計中實現永續性目標。
2. "Design Thinking for Training and Development: Creating Learning Journeys That Get Results" by Sharon Boller and Laura Fletcher (2020) 此書作者將設計思考應用於培訓和發展中,介紹如何設計有影響力的學習體驗。
1. "Design Thinking for Sustainability: A Chocolate Project" by Sylvie Brougham (2022) This book provides a combination of design thinking and perpetuity to illustrate how to achieve a permanent goal in design through an actual chocolate project.
2. "Design Thinking for Training and Development: Creating Learning Journeys That Get Results" by Sharon Boller and Laura Fletcher (2020) This book author will apply design thinking to training and development, explaining how to design an influential learning experience.
評分項目 Grading Method | 配分比例 Grading percentage | 說明 Description |
---|---|---|
出席與課堂討論出席與課堂討論 Attendance and class discussion |
40 | 出席簽到/課堂討論 |
期末成果報告期末成果報告 Final results report |
40 | 遊戲化設計作品概念發表 |
團體評分團體評分 Group ratings |
20 | 根據學期間相互合作默契與成果互相給予評價 |