GAME-BASED LEARNING IN VET SCHOOLS: A LEARNING ARCHITECTURE FOR EDUCATORS IN VOCATIONAL EDUCATION

Author(s):  
Maik Arnold ◽  
Bettina North ◽  
Helge Fischer ◽  
Josefin Mueller ◽  
Madeleine Diab
Author(s):  
Sebastian Kelle ◽  
Steinn E. Sigurðarson ◽  
Wim Westera ◽  
Marcus Specht

Digital Games as a means of learning have become more important in recent years. Infrastructural and sociological developments have created fertile grounds for game innovations, by exploiting the latest technologies, and a new generation of learners have welcomed this form of learning. This chapter focuses on an overview of the current state of the art of learning games, explaining different perspectives. As the gamers’ generation has now grown up, the educational contexts for lifelong learning like higher and vocational education are moving into the scope of game based learning, and therefore deserve special attention.


2015 ◽  
Vol 5 (4) ◽  
pp. 50-63 ◽  
Author(s):  
Birgit Schmitz ◽  
Patrick Felicia ◽  
Filippo Bignami

This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took part in the survey. Results indicated that even though educational games were regarded effective and useful with regard to motivational aspects or learning to use ICT; however, it also revealed that the integration and widespread use of mobile GBL solutions faced several challenges linked to technical, institutional and also organizational aspects.


2019 ◽  
Vol 9 (4) ◽  
pp. 45-69 ◽  
Author(s):  
Sumarie Roodt ◽  
Yusuf Ryklief

Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an experimental group and control group. Each group received course instruction in the subject of computer programming but using differing instructional strategies. Subsequent to the planned intervention, the academic achievements of both groups were measured through the contrasting results received for pre- and post-intervention tests. The learner-motivation was measured through feedback elicited via a post-intervention questionnaire. Results of the study revealed that the learning motivation of students had a significant impact on their academic achievement, and the academic achievement of students using DGBL as an instructional strategy were better than those learning through the traditional approach.


Author(s):  
Alex Martins De Oliveira

This Gamification has emerged in the latest years as an alternative support and assistance for the process of learning. Our goal with this experience was to bring the concepts related to the concepts of gamification and game-based learning to provide motivation for students in basic computer learning. Through an exploratory research and the qualitative approach using the cartographic research method, we developed a specific workshop for students enrolled in a technical background course. The main results found in this study confirm the research carried out by Schlemmer [10], in which design-cognition concepts are used in teaching, in a context of configuration of Hybrid and Multimodal Living Spaces, from the perspective of Gamification.


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