Excellent Educator, Volume No: 1, Issue No: 4, Page: 7-9
SUMMARY
The article provides a comprehensive overview of the use of gamification and game-based learning (GBL) in vocational education and training (VET). This systematic literature review maps emerging trends, identifies key findings, and suggests future directions for research in this area.
Key Findings:
1. Rising Interest: Since 2020, there has been a growing interest in gamification and GBL within the VET sector, particularly in Asian countries such as Thailand. This reflects a broader trend towards integrating digital tools into education.
2. Focus Areas: Most studies have concentrated on vocational schools and colleges, with a significant number focusing on the engineering and healthcare fields. These studies highlight the benefits of gamification and GBL in enhancing learning outcomes.
3. Technological Tools: The review identifies digital learning platforms and simulation technologies as the most promising tools for gamification and GBL in vocational education. These technologies include learning management systems (LMS), massive open online courses (MOOCs), augmented reality (AR), virtual reality (VR), and serious game simulations.
4. Educational Impact: The findings support the conclusion that gamification and GBL can significantly improve academic performance, engagement, and motivation among vocational education learners. These methods are particularly effective in creating immersive and interactive learning experiences.
5. Implementation Challenges: Despite the benefits, there are challenges in implementing these technologies. These include the need for vocational instructors to develop digital skills and the requirement for institutional support to integrate gamified learning into curricula effectively.
In conclusion, the article highlights the potential of gamification and game-based learning to transform vocational education and training. While there are challenges to be addressed, the benefits of these approaches in terms of engagement, motivation, and academic performance are clear, indicating a promising future for digital learning in VET.
IMPLICATIONS
Enhancing Engagement and Motivation:
One of the primary implications of the study is that gamification and game-based learning (GBL) significantly enhance student engagement and motivation. By incorporating game elements such as points, badges, and leaderboards, as well as using game-based activities and simulations, students are more likely to be motivated to learn and stay engaged in their educational activities.
Improving Academic Performance:
The study indicates that gamification and GBL can lead to improved academic performance among vocational learners. The interactive and immersive nature of games helps students better understand complex concepts and retain information more effectively.
Addressing Diverse Learning Needs:
Gamification and GBL can cater to diverse learning needs and styles, providing a more inclusive educational environment. The use of digital learning platforms and simulation technologies allows for personalized learning experiences that can adapt to the individual needs of each student.
Facilitating Competency-Based Education:
The study highlights the potential of gamification and GBL in supporting competency-based education (CBE). CBE focuses on the acquisition of specific skills and competencies required for the job market. Overcoming Traditional Learning Challenges. Traditional vocational education often faces challenges such as limited access to resources, lack of student motivation, and insufficient hands-on training opportunities. Gamification and GBL address these challenges by providing virtual environments where students can practice and hone their skills without the constraints of physical resources.
Encouraging Technological Proficiency:
The integration of gamification and GBL in vocational education encourages both students and instructors to become more proficient with digital tools and technologies. This is crucial in the modern workforce, where digital literacy is a key competency. Need for Instructor Training
Despite the benefits, the study also identifies a significant digital skills gap among vocational instructors. Many instructors lack the necessary experience and knowledge to effectively implement gamification and GBL strategies. This underscores the need for comprehensive training programs to equip instructors with the skills required to design and deliver gamified learning experiences. Ensuring that instructors are well-prepared is essential for the successful integration of these technologies into vocational education .
In conclusion, the systematic literature review underscores the promising potential of gamification and game-based learning in transforming vocational education. By enhancing engagement, improving academic performance, catering to diverse learning needs, and preparing students for the digital economy, these innovative approaches can significantly contribute to the effectiveness and relevance of vocational training programs.
Article Title: Gamification and Game Based Learning for Vocational Education
and Training: A Systematic Literature Review
Authors: Fazlida Dahalan, Norlidah Alias and Mohd Shahril Nizam Shaharom
Journal: Education and Information Technologies Publication Year:2024
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