Abstract
The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and strengths, topics are chosen that align with the traditional choices of the students’ families or their friends. This can have the effect of entrenching patterns of intergenerational inequity. The aim of this research is to give students greater access to the knowledge capital which will help them make better choices. This is achieved by engaging students in the career planning process, in order to convey information in a likeable and credible way. The COMPCAT (Competency and Career Assessment Tool) game engine combines the use of learning analytics and real time, interactive computer simulations designed to gain insights into the students’ engagement in the making of these complex decisions. This paper presents the conceptual architecture of the game and demonstrates its role in enhancing the learning effectiveness of the students.
Original language | English |
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Pages (from-to) | 875-887 |
Number of pages | 13 |
Journal | Assessment and Evaluation in Higher Education |
Volume | 45 |
Issue number | 6 |
Early online date | 25 Nov 2019 |
DOIs | |
Publication status | Published - 17 Aug 2020 |
Bibliographical note
This is an Accepted Manuscript of an article published by Taylor & Francis in Assessment and Evaluation in Higher Education, on 25/11/2019, available online: http://www.tandfonline.com/10.1080/02602938.2019.1689382Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.
Keywords
- Learning analytics
- digital educational games
- higher education
- career competency assessment
- student engagement