Research Article

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm

Volume: 10 Number: 2 April 16, 2019
  • Fernando Almeida *
  • Jorge Simoes
EN

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm

Abstract

Education 4.0 is a new educational paradigm that intends to address the needs and potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation. This study intends to analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education 4.0 in higher education. A qualitative methodology was employed based on 25 case studies of innovative projects in Portuguese higher education institutions. The results indicate a residual adoption of serious games and gamification approaches only appear in less than 20% of the projects. It was also possible to identify that most projects involve several stakeholders such as teachers, students and university managers, and typically involve multidisciplinary competencies fields. The main benefits brought to the education context include greater involvement of students in projects, development of their skills and its application in a real context. On the other hand, the main challenges are the simplification of the real world made by these applications, the difficulties inherent to their inclusion in the didactical system and the limited capacities to offer greater interactivity without predefined external stimuli.

Keywords

References

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Details

Primary Language

English

Subjects

-

Journal Section

Research Article

Authors

Fernando Almeida * This is me
0000-0002-6758-4843
Portugal

Publication Date

April 16, 2019

Submission Date

December 11, 2018

Acceptance Date

February 18, 2019

Published in Issue

Year 2019 Volume: 10 Number: 2

APA
Almeida, F., & Simoes, J. (2019). The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology, 10(2), 120-136. https://doi.org/10.30935/cet.554469
AMA
1.Almeida F, Simoes J. The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology. 2019;10(2):120-136. doi:10.30935/cet.554469
Chicago
Almeida, Fernando, and Jorge Simoes. 2019. “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”. Contemporary Educational Technology 10 (2): 120-36. https://doi.org/10.30935/cet.554469.
EndNote
Almeida F, Simoes J (April 1, 2019) The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology 10 2 120–136.
IEEE
[1]F. Almeida and J. Simoes, “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”, Contemporary Educational Technology, vol. 10, no. 2, pp. 120–136, Apr. 2019, doi: 10.30935/cet.554469.
ISNAD
Almeida, Fernando - Simoes, Jorge. “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”. Contemporary Educational Technology 10/2 (April 1, 2019): 120-136. https://doi.org/10.30935/cet.554469.
JAMA
1.Almeida F, Simoes J. The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology. 2019;10:120–136.
MLA
Almeida, Fernando, and Jorge Simoes. “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”. Contemporary Educational Technology, vol. 10, no. 2, Apr. 2019, pp. 120-36, doi:10.30935/cet.554469.
Vancouver
1.Fernando Almeida, Jorge Simoes. The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology. 2019 Apr. 1;10(2):120-36. doi:10.30935/cet.554469

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