2013
DOI: 10.3991/ijet.v8i1.2359
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The Identification of the Potential of Game-based Learning in Vocational Education within the Context of the Project "Play the Learning Game"

Abstract: Abstract-Game based-learning exploits the potential of ICT and games engage learners. The objectives of the European project "Play the Learning Game" are to spread and update the results of the "Learning Game Portal 1 " to vocational education teachers and trainers. The 10 transnational partners develop and execute trainings, intend to disseminate the project contents as broadly as possible and promote a transnational discussion among teachers and trainers focusing on the exploitation of the educational potent… Show more

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Cited by 6 publications
(11 citation statements)
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“…Concerning the type of study, 10 studies can be defined as mixed-method studies (Charlier and De Fraine, 2012;Allsop and Jessel, 2015;Karadag, 2015;Cózar-Gutiérrez and Sáez-López, 2016;Meletiou-Mavrotheris and Prodromou, 2016;Marques and Pombo, 2019;Sousa and Costa, 2020;Casanoves et al, 2022;Dashtestani, 2022;Mystakidis and Christopoulos, 2022), 3 studies are quantitative (Hsu et al, 2017;Sánchez-Mena et al, 2019;Gordillo et al, 2021), and 4 are qualitative (Pauschenwein et al, 2013;Kamışlı, 2019;Kelleci and Aksoy, 2021;Pflaumer et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
“…Concerning the type of study, 10 studies can be defined as mixed-method studies (Charlier and De Fraine, 2012;Allsop and Jessel, 2015;Karadag, 2015;Cózar-Gutiérrez and Sáez-López, 2016;Meletiou-Mavrotheris and Prodromou, 2016;Marques and Pombo, 2019;Sousa and Costa, 2020;Casanoves et al, 2022;Dashtestani, 2022;Mystakidis and Christopoulos, 2022), 3 studies are quantitative (Hsu et al, 2017;Sánchez-Mena et al, 2019;Gordillo et al, 2021), and 4 are qualitative (Pauschenwein et al, 2013;Kamışlı, 2019;Kelleci and Aksoy, 2021;Pflaumer et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
“…W dyskusji o grach jako narzędziu edukacyjnym Johnston, Boyle, MacArthur, Manion (2013) twierdzą, że takie nowoczesne narzędzia powinny dodatkowo zwiększyć doświadczenie studentów, rozwinąć ich wiedzę oraz pomóc zastosować tę wiedzę i umiejętności w bezpiecznym środowisku, maksymalnie symulującym rzeczywistość. W rezultacie konkurs powinien być narzędziem edukacyjnym, w którego ramach uczenie się wynika z zadania postawionego rywalizującym studentom, opis zadania, które ma być rozwiązane podczas konkursu, pogłębia wiedzę, a umiejętności rozwijane są przez udział w konkursie (Pauschenwein, Goldgruber, Sfiri, 2013). Prince (2004) założył, że różnica między uczeniem się kolaboratywnym a kooperatywnym polega na metodzie oceny studenta.…”
Section: Przegląd Literaturyunclassified
“…Konkurs 24HOURS został przeprowadzony nie tylko jako wydarzenie edukacyjne, ale również jako studium przypadku w badaniach nad turystyczną edukacją uniwersytecką. Idea połączenia stosowania metod edukacyjnych z badaniem ich efektywności była już wykorzystana w innych projektach: -CHERMUG (Continuing/Higher Education in Research Methods Using Games), który został opracowany, aby zweryfikować możliwość wdrażania gier cyfrowych do kształcenia ustawicznego (Johnston, Boyle, Mac-Arthur, Manion, 2013); -VR-ENGAGE (A Virtual Reality Education Game) w zakresie szkolnej edukacji geograficznej (Virvou, Katsionis, 2008); -Play the Learning Game, którego celem było stworzenie międzynarodowej sieci dydaktyków zainteresowanych innowacyjnym i efektywnym zastosowaniem gier cyfrowych (Pauschenwein, Goldgruber, Sfiri, 2013); -EPINOISI (Digital Game Based Learning, Computer.…”
Section: Rola Opiekuna W Konkursieunclassified
“…In the discussion of gaming as an educational tool, Johnston, Boyle, MacArthur and Manion (2013) argue that such modern tools should allow students to enhance their experience, and develop their knowledge and skills in a safe environment, simulating reality as much as possible. Consequently, a contest as an educational tool should be a forum where learning emerges as a result of a task for competing students, knowledge is developed through the task expected to be solved, and skills are developed as a result of participating (Pauschenwein, Goldgruber, Sfiri, 2013). Prince (2004) assumed that the difference between collaborative and cooperative learning is in the method of student assessment.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The 24HOURS contest was established not only as an educational event, but also as a case study for research on the use of contests in tourism higher education. The idea of combining the implementation of educational methods with research on its effectiveness has its parallel in the CHERMUG project ('Continuing/Higher Education in Research Methods Using Games') which was developed to verify the possibility of the implementation of digital games in lifelong learning programs (Johnston, Boyle, MacArthur, Manion, 2013), the VR-ENGAGE project ('A Virtual Reality Education Game') to teach children geography (Virvou, Katsionis, 2008), 'Play the Learning Game' project, which was established to create an international network of educators interested in the innovative and effective use of digital games (Pauschenwein, Goldgruber, Sfiri, 2013), and finally the EPINOISI project ('Specialized Formation of General and Special Education Teachers and Production of Educational Material for Mild Intellectual Disability'), which discussed the potential and limitations of using digital games in teaching students with mild intellectual disability (Saridaki, Gouscos, Meimaris, 2006).…”
Section: A 24hours Contest As a Case Studymentioning
confidence: 99%