Developing a Platform for using Game-Based Learning in Vocational Education and Training

Bettina North, Madeleine Diab, Petros Lameras, Jazmin Zaraik, Stephanie Philippe, Josefin Muller, Helge Fischer

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

5 Citations (Scopus)
206 Downloads (Pure)


The importance of Game-Based Learning (GBL) for student learning is increasingly recognized as beneficial for engagement, creativity and motivation. While further research is needed to explore the multi-faceted tenets of GBL, vocational education teachers may experience difficulties in finding appropriate and relevant materials as well as applying GBL methods in their classroom. This paper presents the development of a platform that VET teachers can use to find, create and share GBL teaching resources. The Erasmus+ project GATE:VET is creating a platform, consisting of an online wiki and a mobile application, that supports educational professionals to understand theoretical and practical aspects of GBL, with the goal of enabling these teachers to design and implement GBL activities in their practice. This paper highlights some of the challenges and strategies for solving these issues when consolidating varied requirements into one platform to create an accessible, user-friendly and relevant point of departure for using GBL, with emphasis on the appropriate level of complexity when describing the theory of GBL and linking it to practical examples.
Original languageEnglish
Title of host publicationProceedings of the 2021 IEEE Global Engineering Education Conference, EDUCON 2021
EditorsThomas Klinger, Christian Kollmitzer, Andreas Pester
Pages1345 - 1352
Number of pages8
ISBN (Electronic)978-1-7281-8478-4
Publication statusPublished - 18 Jun 2021
Event2021 IEEE Global Engineering Education Conference - Online, Vienna, Austria
Duration: 21 Apr 202123 Apr 2021

Publication series

NameIEEE Global Engineering Education Conference, EDUCON
ISSN (Print)2165-9559
ISSN (Electronic)2165-9567


Conference2021 IEEE Global Engineering Education Conference
Abbreviated titleEDUCON
Internet address

Bibliographical note

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  • game-based learning
  • serious games
  • gamification
  • vocational education and training ,
  • learning experience
  • learning platform development


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    Lameras, P.


    Project: Research

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