01 January 1970 10 353 Report

It would be great to hear from the community whether you have any experience (positive or negative) in applying gamification, simulations, and/or serious games in class.

Literature? Experience? Opinions? ... are most welcome ... Thank you!

Education 4.0 is a new educational paradigm designed to address the needs and opportunities of the fourth industrial revolution. Essentially, Education 4.0 is based on the concept of learning by doing, where students are encouraged to learn and discover different things in unique ways by experimenting [1]. In addition to the application of Industry 4.0 technologies, Education 4.0 relies on concepts such as gamification, simulations, and serious games [2].

Computer games that, in addition to their entertainment value, specifically promote the transfer of knowledge and skills or support behavioral changes are referred to as serious games. Serious games in education, especially at universities, have not yet been fully researched, although the pedagogical application of gamification, serious games, and computer simulations has long been known as an educational method and has demonstrably significant development potential [3, 4].

Recent studies, even before COVID-19, point to increasing numbers of users and an ever-greater integration of information and communication technology into existing educational processes [5, 6] in order to increase the attractiveness of teaching and learning [7-9]. Modern, well-designed learning games improve the user's problem-solving skills, enable effective learning, and can build bridges between theory and practical application by learning, retrieving, and assessing skills and knowledge in a positive, motivating, safe, simulated environment [10, 11]. In addition, game data can be analyzed relatively easily to provide useful information for measuring, assessing, and improving performance, but also for improving the learning environment [12].

Although interest in games in education has increased over the last decade, there is still much need for research on serious games and their effectiveness [13]. Moreover, theoretical and practical exploration requires interdisciplinary collaboration [14].

I am looking forward to your insights!

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