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.
Primary Language | English |
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Journal Section | Articles |
Authors | |
Publication Date | April 16, 2019 |
Published in Issue | Year 2019 |