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Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education

机译:利用基于比赛的学习的建议吸引年轻天赋给制造教育

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This paper addresses the problem of under-representation of young people in Science, Technology, Engineering and Math (STEM) education in general, and manufacturing education in particular, as European and global phenomenon. The main objective is to analyse characteristics and different limitations of so called conventional initiatives to attract young talents to STEM and manufacturing and to furthermore propose how ICT and game-based learning approaches can address respective challenges. The paper presents an online serious game EcoFactory aimed at raising the awareness of sustainable manufacturing targeting young children in late primary and middle school. It furthermore provides lessons learnt from the evaluation of the EcoFactory and proposes recommendations for designing game-based initiatives in order to attract young talent to STEM and manufacturing education. They are aligned to the requirements of four target groups, i.e. game designers, STEM initiative designers, decision makers and teachers. In summary, game design should be based on pedagogical scenarios and co-creation processes; should focus on particular STEM subjects without causing major changes to school curricula and content; and should create and/or involve wider community with feedback and experience sharing mechanisms.
机译:本文根据欧洲和全球现象,解决了一般科学,技术,工程和数学(Stem)教育的年轻人,技术,工程和数学(Stem)教育的代表性问题,作为欧洲和全球现象。主要目的是分析所谓的传统举措的特点和不同局限,以吸引年轻人才,以遏制和制造,并提出基于ICT和基于游戏的学习方法可以解决各种挑战。本文提出了一个在线严重的游戏生态诱惑,旨在提高初中和中学幼儿的可持续制造的认识。它还提供了从Ecofactory评估中汲取的经验教训,并提出了用于设计基于游戏的举措的建议,以吸引年轻的人才来遏制和制造教育。它们与四个目标群体的要求保持一致,即游戏设计师,词干主动设计师,决策者和教师。总之,游戏设计应基于教学情景和共同创造过程;应该关注特定的茎科目,而不会导致学校课程和内容的重大变化;并应创建和/或涉及更广泛的社区,并提供反馈和经验共享机制。

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