Conference paper 2022

Finding Appropriate Serious Games in Vocational Education and Training: A Conceptual Approach

Proceedings of the European Conference on Games-based Learning
Conference · Vol. 2022-October · pp. 473-481
Abstract

Stakeholders in vocational training are required to provide appropriate learning opportunities that can be used to develop the needed skills induced by technological change and thereto affected changes in the type of jobs, skill needs, activities, and other economic effects. In light of this, serious games have enormous potential, as they can simulate complex real-life situations without disrupting operations, but in a playful and motivating way, and with adaption to the individual needs of the users. This paper explores the question, how to find appropriate serious games matching the needs for a specific job and skill level. Within the research project "Serious Games for Vocational Education and Training" funded by the German Ministry for Science and Education, the Serious Games-Information Center (SG-IC, a classical web-based information system in form of a portal) and its underlying Serious Games Metadata Format (SG-MDF), as semantic basis for the description and retrieval of serious games, is enhanced according to the characteristics and needs in the field of vocational education and training (VET). Educational stakeholders can use the search engine to identify personalized game-based learning oppor-tunities for their individual target groups. The identification of appropriate educational games is based on classifications of occupations, and skill levels on the learning side, and metadata information for the games on the gaming side (i.e. target user group, game genre, learning topics and additional keywords). The paper motivates the use of metadata and classification systems and presents the results of a literature search and overview of established classification systems of occupations, with a focus on Germany, but with correspondence to international systems. Based on that analytic work, an application profile 'vocational education and training' as an added 'variant' of the SG-MDF has been elaborated and integrated within the SG-IC as search engine for educational games for vocational training. Hereto serious games are matched with a database of occupational fields as defined by the Federal Institute for Vocational Education and Training, and main activity as defined by the microcensus, the largest annual household survey of official statistics in Germany. © 2022 Dechema e.V.. All rights reserved.

Keywords

Author Keywords

vocational education and training Serious games Educational games classification of occupations Serious Games Information Center Serious Games Metadata Format

Index Keywords

Employment Vocational training Vocational education and training Semantics Serious games Learning opportunity Educational game Metadata Surveys Skill levels Conceptual approaches Classification (of information) Search engines Classification of occupation Classification system Serious game information center Serious game metadatum format
Author Affiliations
Institute for General Education and Vocational Education, Technische Universität Darmstadt, Darmstadt, Hessen, Germany
Serious Games Research Group, Technische Universität Darmstadt, Darmstadt, Hessen, Germany
Funding & Acknowledgements
Bundesministerium für Bildung und Forschung, BMBF
The research and development introduced in this work is funded by the Federal Ministry of Education and Research (BMBF) in the context of the SG4BB approach (serious games for vocational education and training).
References 10 References
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3 German Classification of Occupations 2010, (2020)
4 Weiterbildungsverhalten in Deutschland 2020, (2021)
5 Ubertragung Der Studie Von Frey Osborne 2013 Auf Deutschland, (2015)
6 How Computer Automation Affects Occupations Technology Jobs and Skills, (2016)
7 Caserman, Polona, Quality criteria for serious games: Serious part, game part, and balance, JMIR Serious Games, 8, 3, (2020)
8 Impacts of Digitalisation on the Working Environment, (2016)
9 Auch Komplexere Tatigkeiten Konnten Zunehmend Automatisiert Werden, (2021)
10 Der Iab Job Futuromat Beschaftigungsentwicklung Und Fachkrafteengpasse Variieren Mit Dem Substituierbarkeitspotenzial, (2020)
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Document Identifiers
  • EID 2-s2.0-85141194504
  • Language English