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Recommendations to leverage game-based learning to attract young talent to manufacturing education

Sammendrag

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.

Kategori

Vitenskapelig artikkel

Oppdragsgiver

  • EC/H2020 / No. 723737
  • EC/H2020 / NO. 723737

Språk

Engelsk

Forfatter(e)

  • Gregor Cerinsek
  • Manuel Fradinho Oliveira
  • Heiko Duin
  • Jannicke Baalsrud Hauge
  • Maria Margoudi
  • Stefano Perini
  • Marco Taisch

Institusjon(er)

  • Univerza v Ljubljani
  • SINTEF Digital / Teknologiledelse
  • Universität Bremen
  • Kungliga Tekniska högskolan
  • Storbritannia og Nord-Irland
  • Politecnico di Milano

År

2017

Publisert i

Lecture Notes in Computer Science (LNCS)

ISSN

0302-9743

Forlag

Springer

Årgang

10622 LNCS

Side(r)

187 - 202

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