Araştırma Makalesi

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

Cilt: 10 Sayı: 2 16 Nisan 2019
  • Fernando Almeida *
  • Jorge Simoes
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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

Kaynakça

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  7. Blackstone, A. (2012). Principles of sociological inquiry: qualitative and quantitative methods. Retrieved on 10 December 2018 from https://2012books.lardbucket.org/books/ sociologicalinquiry-principles-qualitative-and-quantitative-methods/index.html
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Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yazarlar

Fernando Almeida * Bu kişi benim
0000-0002-6758-4843
Portugal

Yayımlanma Tarihi

16 Nisan 2019

Gönderilme Tarihi

11 Aralık 2018

Kabul Tarihi

18 Şubat 2019

Yayımlandığı Sayı

Yıl 2019 Cilt: 10 Sayı: 2

Kaynak Göster

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, ve 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 (01 Nisan 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 ve J. Simoes, “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”, Contemporary Educational Technology, c. 10, sy 2, ss. 120–136, Nis. 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 (01 Nisan 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, ve Jorge Simoes. “The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm”. Contemporary Educational Technology, c. 10, sy 2, Nisan 2019, ss. 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. 01 Nisan 2019;10(2):120-36. doi:10.30935/cet.554469

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