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Abstract
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 language | English |
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Title of host publication | Proceedings of the 2021 IEEE Global Engineering Education Conference, EDUCON 2021 |
Editors | Thomas Klinger, Christian Kollmitzer, Andreas Pester |
Publisher | IEEE |
Pages | 1345 - 1352 |
Number of pages | 8 |
ISBN (Electronic) | 978-1-7281-8478-4 |
DOIs | |
Publication status | Published - 18 Jun 2021 |
Event | 2021 IEEE Global Engineering Education Conference - Online, Vienna, Austria Duration: 21 Apr 2021 → 23 Apr 2021 http://www.educon-conference.org/current/ |
Publication series
Name | IEEE Global Engineering Education Conference, EDUCON |
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Volume | 2021-April |
ISSN (Print) | 2165-9559 |
ISSN (Electronic) | 2165-9567 |
Conference
Conference | 2021 IEEE Global Engineering Education Conference |
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Abbreviated title | EDUCON |
Country/Territory | Austria |
City | Vienna |
Period | 21/04/21 → 23/04/21 |
Internet address |
Bibliographical note
© 2021 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Keywords
- game-based learning
- serious games
- gamification
- vocational education and training ,
- learning experience
- learning platform development
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