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Increasing middle school students’ awareness and interest in manufacturing through digital game-based learning (DGBL)

Sammendrag

The change of the societal appeal of manufacturing among younger generations is a key element in order to address the talent shortage that is currently affecting the sector. In order to pursue this objective, the use of interactive learning environments such as digital games (DGs) can play an important role. Therefore, this paper presents the results of an exploratory study aimed at understanding the impact of digital game-based learning (DGBL) on the awareness and interest of middle school students in manufacturing. In particular, the students had to deal with the management of EcoFactory, a simplified industrial plant where they had to take care of the main decisions that are typical in the modern manufacturing industry. The study was based on a pre-test–post-test quasi-experimental design conducted in a public middle school in Northern Italy. The research triangulated the results of different methodologies, namely drawings analysis and questionnaires. The results showed a significant impact of the DG both on the awareness and interest of participants, especially in the environmental, social, and economic dimensions. Thus, the outcomes revealed the high potential that DGs have in explaining the complex concepts that are typical of manufacturing and in enhancing students’ proactive motivation toward them. Finally, implications and suggestions for further research derived from these findings are discussed.

Kategori

Vitenskapelig artikkel

Oppdragsgiver

  • EU / 609147

Språk

Engelsk

Forfatter(e)

  • Stefano Perini
  • Maria Margoudi
  • Manuel Fradinho Oliveira
  • Marco Taisch

Institusjon(er)

  • Politecnico di Milano
  • Storbritannia og Nord-Irland
  • SINTEF Digital / Teknologiledelse

År

2017

Publisert i

Computer Applications in Engineering Education

ISSN

1061-3773

Forlag

John Wiley & Sons

Årgang

25

Hefte nr.

5

Side(r)

785 - 799

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