2023
DOI: 10.3390/electronics12061432
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Serious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete!

Abstract: This article describes the serious game Compete!, developed within the European Erasmus+ framework, that aims to teach soft skills to higher education students in order to increase their employability. Despite the increasing relevance of soft skills for successful entry into the labour market, these are often overlooked in higher education. A participatory learning methodology based on a gamification tool has been used for this purpose. The game presents a series of scenarios describing social sustainability p… Show more

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Cited by 7 publications
(5 citation statements)
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“…Points are awarded in seven other games, but never without using an additional game element [27,32,35,37,39,41,50]. Similarly, the element of challenge is mostly used in combination with other elements [27,28,31,35,[37][38][39][40]49]. Only in one of the nine games, the one from the logistics area, are challenges exclusively used as an element [38].…”
Section: Methodsmentioning
confidence: 99%
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“…Points are awarded in seven other games, but never without using an additional game element [27,32,35,37,39,41,50]. Similarly, the element of challenge is mostly used in combination with other elements [27,28,31,35,[37][38][39][40]49]. Only in one of the nine games, the one from the logistics area, are challenges exclusively used as an element [38].…”
Section: Methodsmentioning
confidence: 99%
“…Only in one of the nine games, the one from the logistics area, are challenges exclusively used as an element [38]. Five of the games employ puzzles [27,28,[30][31][32], three use surprising or random elements [29,39,41], two use ranks [28,32], and two character advancement [28,41]. One game uses rewards and hidden content [40].…”
Section: Methodsmentioning
confidence: 99%
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