Acceptance and use of game-based learning in vocational education and training: An international survey

Birgit Schmitz, Patrick Felicia, Filippo Bignami

Research output: Contribution to journalArticlepeer-review

3 Citations (Scopus)

Abstract

This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took part in the survey. Results indicated that even though educational games were regarded effective and useful with regard to motivational aspects or learning to use ICT; however, it also revealed that the integration and widespread use of mobile GBL solutions faced several challenges linked to technical, institutional and also organizational aspects.

Original languageEnglish
Pages (from-to)50-63
Number of pages14
JournalInternational Journal of Game-Based Learning
Volume5
Issue number4
DOIs
Publication statusPublished - 01 Oct 2015

Keywords

  • 21st century skills
  • Digital learning
  • Digital pedagogy
  • Educational games
  • Game-based learning
  • Teachers ICT use
  • Vocational training

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