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Effects of a game-facilitated curriculum on technical knowledge and skill development
KTH, School of Architecture and the Built Environment (ABE), Transport Science, Traffic and Logistics.ORCID iD: 0000-0003-1126-3781
2014 (English)In: Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, Stockholm, Sweden, June 24-28, 2013. Revised Selected Papers, Springer, 2014, 93-101 p.Conference paper (Refereed)
Abstract [en]

Education in the European Union is one of the key factors to safeguard our competitiveness in the globalising economy. Based upon the Knowledge Triangle, the EU and its member states are working on improving the quality of education, the connection with research for transfer of new knowledge and the connection with industry to bring innovations. Within this paradigm, there are a lot of initiatives targeted towards higher and professional education to work on new teaching methods that implement the knowledge triangle better, especially for learning about complex systems and complex questions in society. From an economic point of view, however, the base of craftsmanship in society is key to keep up our productivity and ability to produce new and more advanced products, in times where most simple production activities get outsourced to developing countries. Vocational education is therefore arguably equally or even more important than higher and professional education. Unfortunately, vocational education is not yet functioning optimally. Our work represented in this paper aims to contribute to improve the outcomes of vocational education by exploring the use of gaming simulation that is already successful in other forms of education.

Place, publisher, year, edition, pages
Springer, 2014. 93-101 p.
, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), ISSN 1611-3349 ; 8264 LNCS
Keyword [en]
Developing countries, Educational technology, Learning systems, Complex questions, European union, Gaming simulation, Production activity, Professional education, Quality of education, Skill development, Vocational education, Apprentices
National Category
URN: urn:nbn:se:kth:diva-145506DOI: 10.1007/978-3-319-04954-0-12ScopusID: 2-s2.0-84958547876ISBN: 978-331904953-3OAI: diva2:718482
44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management; Stockholm; Sweden; 24 June 2013 through 28 June 2013

QC 20140521

Available from: 2014-05-21 Created: 2014-05-21 Last updated: 2014-05-21Bibliographically approved

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Meijer, Sebastiaan A.
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