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This study is the result of the project carried out within the framework of Leonardo da Vinci programme STUDY ON Mobile gamebased learning for vocational education and training: usage and impact on educational effectiveness and student motivation

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Page 1: Report MoGaBa VET final revision · &index& & executivesummary&.....&7!

 

   

This  study  is  the  result  of  a  project  carried  out  within  

 

This  study  is  the  result  of  the  project  carried  out  within  the  framework  of  Leonardo  da  Vinci  programme  

 

             

 

                 

 

   

   

STUDY  ON  Mobile  game-­‐based  learning  for  

vocational  education  and  training:  usage  and  impact  on  educational  

effectiveness  and  student  motivation    

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 Life  Long  Learning  2007-­‐13  

 

Leonardo  da  Vinci  -­‐  Call  2013  

Action  "Partnerships"    

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This  project  has  been  funded  with  support  from  the  European  Commission.  

This  publication  [communication]  reflects  the  views  only  of  the  author,  and  the  Commission  cannot  be  held  responsible  for  any  use,  which  may  be  made  of  the  information  contained  therein.  

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This   study   was   created   within   the   Leonardo   da   Vinci   (LdV)   partnership   projects  entitled:  “MoGaBaVET  -­‐  mobile  game-­‐based  learning  for  vocational  education  and  training:  usage  and  impact  on  educational  effectiveness  and  student  motivation”.    

 

Project  number:  2012-­‐1-­‐DE2-­‐LEO04-­‐11673      

 

 

 

 

 

 

 

 

 

 

 

 

The  MoGaBa  VET  study  was  compiled  under  the  coordination  of:  

Humance  AG  (Germany)  

 

The  following  MoGaBa  VET  partner  organizations  contributed  chapters  to  this  study:  

Fundación  Laboral  de  la  Construcción  (Spain).    

Waterford  Institute  of  Technology  (Ireland).    

Stiftung  ECAP  (Switzerland).    

Bildungszentren  des  Baugewerbes  (Germany).    

 

 

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 Index    

EXECUTIVE  SUMMARY  ...........................................................................................................................  7  INTRODUCTION  ............................................................................................................................................  7  BACKGROUND  ..............................................................................................................................................  8  METHOD  .......................................................................................................................................................  9  PURPOSE  OF  THE  QUESTIONNAIRE  ...................................................................................................................................  9  STRUCTURE  OF  THE  QUESTIONNAIRE  ................................................................................................................................  9  

CONTENTS  ............................................................................................................................................  12  1.  EXISTING  GAME  BASED  LEARNING  APPROACHES  ................................................................................  12  1.1  DIFFERENCES  BETWEEN  MOBILE  AND  GAME-­‐BASED  LEARNING  ............................................................................  12  1.2  MOBILE  AND  GAME-­‐BASED  LEARNING  TARGET  GROUPS  .......................................................................................  13  1.3  MOBILE  AND  GAME-­‐BASED  LEARNING  MARKET  ....................................................................................................  14  1.4  SUMMARY  ................................................................................................................................................................  17  2.  INFLUENCE  ON  STUDENT  MOTIVATION  ...............................................................................................  18  2.1.  BACKGROUND  .........................................................................................................................................................  18  2.2.  MOTIVATION:  DEFINITION  AND  MAIN  CHARACTERISTICS.  ..................................................................................  18  2.3.  MAIN  MOTIVATION  THEORIES  ...............................................................................................................................  19  2.6.  INFLUENCE  OF  MOTIVATION  ON  LEARNING  ..........................................................................................................  20  2.4.  DIFFERENT  TYPES  OF  MOTIVATION  ........................................................................................................................  21  2.8.  SOURCES  OF  MOTIVATION  ....................................................................................................................................  21  2.5.  MOTIVATION  PROCESS  ...........................................................................................................................................  22  2.7.  SUMMARY  ...............................................................................................................................................................  22  3.  ANALYSIS  OF  THE  DATA  FROM  THE  SURVEY  ON  STUDENTS’  MOTIVATION  ........................................  24  3.1.  EFFECTIVENESS  AND  EFFICIENCY  OF  GAME-­‐BASED  LEARNING  OFFERS  ................................................................  24  3.2.  DIFFERENCES  IN  THE  IMPACT  OF  GBL  ACCORDING  TO  THE  CLASSIFYING  VARIABLES  .........................................  26  3.3.  TEACHER  PREPARATION  AND  COMPETENCE  AS  SUPPORT  STRUCTURE  ...............................................................  35  3.4.  CHALLENGES  WHEN  TEACHING  ..............................................................................................................................  36  3.5.  CONCLUSIONS  REGARDING  MOTIVATIONAL  ASPECTS  ..........................................................................................  38  4.  EVALUATING  THE  TECHNICAL  FEASIBILITY  OF  MOBILE  AND  GAME-­‐BASED  LEARNING  SYSTEMS  FOR  VECS/VETS  .............................................................................................................................................  39  4.1.  INTRODUCTION  .......................................................................................................................................................  39  4.2.  ASSESSMENT  OF  THE  TECHNOLOGICAL  REQUIREMENTS  .....................................................................................  39  4.3.  TECHNOLOGICAL  REQUIREMENTS  .........................................................................................................................  40  PLATFORMS  .....................................................................................................................................................................  40  USABILITY  ........................................................................................................................................................................  40  FUNCTIONALITIES  ............................................................................................................................................................  41  PERFORMANCES  .............................................................................................................................................................  42  ENVIRONMENTAL  REQUIREMENTS  ................................................................................................................................  42  MOBILE  ...........................................................................................................................................................................  42  PLUGGING  .......................................................................................................................................................................  43  TYPE  OF  OPERATING  SYSTEM  ........................................................................................................................................  43  INTERACTION  WITH  A  LEARNING  MANAGEMENT  SYSTEM  (LMS)  ..............................................................................  43  

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TECHNOLOGICAL  REQUIREMENTS  FOR  THE  END-­‐USERS  ...............................................................................................  43  LEVEL  OF  EXPERTISE  AND  IT  PROFICIENCY  .....................................................................................................................  43  NEED  FOR  FURTHER  TRAINING  .......................................................................................................................................  44  TECHNOLOGICAL  REQUIREMENTS  FOR  SUSTAINABILITY  ...............................................................................................  44  4.4.  RESULTS  OF  THE  SURVEY  ANALYSIS  ........................................................................................................................  45  TECHNOLOGICAL  CONDITIONS  FOR  THE  INTRODUCTION  OF  GBL  ................................................................................  45  THE  USE  OF  ICT  ..............................................................................................................................................................  47  THE  USE  OF  GBL  .............................................................................................................................................................  49  CHALLENGES  FACED  BY  INSTRUCTORS  ...........................................................................................................................  52  OPPORTUNITIES  AND  OPTIMAL  ENVIRONMENTS  ..........................................................................................................  53  4.5.  CONCLUSION  REGARDING  TECHNICAL  ASPECTS  ....................................................................................................  55  5.  PEDAGOGICAL  INTEGRATION  ..............................................................................................................  56  5.1.  BACKGROUND  .........................................................................................................................................................  56  5.2.  ANALYSIS  OF  RESULTS  ACCORDING  TO  EQF  DEMANDS  .......................................................................................  57  5.3.  CHALLENGES  WITH  THE  TARGET  GROUP  ...............................................................................................................  58  5.4.  CONCLUSIONS  REGARDING  PEDAGOGICAL  INTEGRATION  ....................................................................................  59  6.  FUNDING  SCENARIOS/OUTLOOK  ........................................................................................................  61  7.  RECOMMENDATIONS  ............................................................................................................................  62  8.  SUMMARY  .............................................................................................................................................  64  9.  REFERENCES  .........................................................................................................................................  65  10.  LIST  FOR  FURTHER  READING  ............................................................................................................  67  11.  SHORT  BIO  OF  EXPERTS  ....................................................................................................................  69  12.  TABLES  AND  FIGURES  INDEX  .............................................................................................................  70  IMPRESSUM  ...............................................................................................................................................  72    

 

 

   

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 EXECUTIVE  SUMMARY  Introduction  This   report   presents   results   from   a   survey,   which   we   carried   out   between   May   and  October   2013.   To   gather   the   data,   Technology-­‐enhanced   learning   (TEL)   experts   and  educational   practitioners   from   four   different   countries   set   up   a   questionnaire.   It   was  based  on  their  experience  and  results  from  prior  surveys  carried  out  within  the  affiliated  training   institutions.   Its   aim   was   to   analyse   media   usage   habits   and   to   identify  explanatory   variables   for   the   current   situation   within   training   institutions   in   order   to  promote  an  increased  use  of  games  in  education.  The  reported  research  was  conducted  in  the  course  of  the  Leonardo  da  Vinci  funded  project  MoGaBaVET  (Mobile  Game  Based  Learning  for  Vocational  Education  and  Training).    

Serious   games   for   learning   have   become   an   established   branch   of   research.   Various  disciplines  investigate  the  connection  between  games  and  learning  focusing  on  a  broad  range  of  topics,  target  groups  and  multiple  forms  of  media.  By  now,  there  are  numerous  games   on   the   market   and   the   motivational   potential   they   provide   for   teaching   and  learning   is  widely   acknowledged.  However,   in   practical   school  work   the   use   of   game-­‐based  learning  offers  within  classrooms  is  still  reluctant  and  not  for  a  long  time  yet  will  they  be  part  of  the  curriculum.  While  young  adults  use  media  for  a  substantial  part  of  their   day-­‐to-­‐day   activities,   schools   and   universities   pursue   other   forms   of   educational  interaction  and  contact.  

The  reasons  for  this  reluctance  in  use  are  diverse.  Educational  practitioners  argue  with  tight  time  schedules  that  do  not  allow  for  the  search  and  integration  of  games  into  their  pedagogical  work.  The  few  ready-­‐to-­‐use  games,  which  are  approved  and  available,  are  not   commonly   known   and   last   but   not   least,   the   acknowledged   effects   of   learning  games  are  not  consistently  communicated  in  a  convincing  way.  Thus,  for  many  the  issue  remains   diffuse   and   is   associated   with   extra   workload   and   unclear   learning   results.  Successful   professional   development   that   includes   teacher   efficacy   in   using   the  software,  pedagogical  issues  and  school  culture  is  missing  most  of  the  times  (Ketelhut  &  Schifter   2011).   But   still,   studies   indicate   that   the   interest   to   use   digital   games   for  learning   is   high   and   that   most   teachers   acknowledge   and   even   value   the   assumed  motivational  potential  such  games  have  for   learning.  A  study  by  Demirbilek  &  Demirel  (2009)   on   the   use   of   Information   and   Communication   Technology   (ICT)   in   adult  education  came  to  the  conclusion  that  in  general,  educational  practitioners  are  aware  of  the   use   of   technology   and   present   positive   attitudes   towards   mobile   media  technologies.  This  is  confirmed  by  recent  studies,  e.g.  futurelab  in  their  study  found  that  60%  of  over  1600  teachers  surveyed  wished  to  use  games  in  their  lessons  because  they  believe  in  their  engaging  and  motivating  power  and  their  potential  to  lead  to  learning  —  especially  with  boys  (Williamson,  2009).  

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Background  MoGaBa  VET  (Mobile  and  Game  Based  Learning  for  Vocational  Education  and  Training)  studies   the   design,   the   use   conditions   and   the   effects   of   mobile   and   game   based  learning  approaches  in  the  context  of  vocational  education  and  training.  

In  order  to  gain  a  deeper  understanding  of  how  adult  educators’  perceive  game-­‐based  learning   offers   and   how   they   make   use   of   games   and   mobile   devices   in   vocational  education  and  training,  a  survey  collected  a  total  of  267  responses  from  trainers  of  eight  European  countries  between  May  and  October  2013.  

The  survey’s  objectives  were:  

ü To  describe  existing  game  based  learning  approaches.  

ü To  document  parameters  and  methodologies  for  implementing  game-­‐based  learning  environments  for  VET.  

ü To   overview   instruments   and   technologies   for   developing,   implementing   and   re-­‐using  mobile  and  (mobile)  game-­‐based  learning  scenarios  by  Training  Organizations  (focusing  on  the  building  industry)  and  VET  organizations  in  general.  

ü To  enable  statements  as  to  expedient  fields  of  activity  and  funding  opportunities  for  future  project  planning  in  the  field  of  mobile  and  (mobile)  game  based  learning  for  VET.  

ü To   define,   evaluate   and   document   innovative   scenarios   in   the   field   of  mobile   and  (mobile)  game  based  learning  for  VET.  

From  the  analysis  of  feedback,  we  derived  comprehensive  information  on  the  conditions  of  use,  best  practice  scenarios  with  regard  to  motivational  support  for  particular  target  groups,  educational  support  for  the  acquisition  of  knowledge  and  technical  support  for  the  re-­‐use  of  existing  solutions.  The  results  are  presented  below.  

   

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Method  Purpose  of  the  questionnaire  The   survey   aimed   at   analysing   possibilities   offered   by   Mobile-­‐   and   Game-­‐Based  solutions  for  vocational  education  and  training,  especially   in  the  building   industry.  The  project   was   carried   out   in   the   form   of   an   on-­‐line   survey   whereby   respondents   were  asked   to   answer   questions   related   to   5   main   streams.   The   goal   was   to   record  information   that   would   make   it   possible   to   evaluate   the   best   way   to   introduce  innovative  technologies  based  on  games  and  mobile  devices,  in  the  view  to  employ  this  data   for   the   outset   of   a   subsequent   project  where   such  means   of   learning  would   be  developed  and  deployed.  

The  project  was  designed,  planned  and  executed  over  a  period  of   two  years.  The   first  two   meetings   were   held   in   Cologne   and   Madrid   in   order   to   come   to   a   common  understanding  of  the  data  to  be  collected  and  the  format  of  the  questionnaire.  

Structure  of  the  questionnaire  This  questionnaire  was   targeted  at   instructors  working  vocational   training,  and  sought  to  understand  (1)  trainers'  perceived  level  of  IT  proficiency  (software  and  hardware),  (2)  trainers'   interest   in   games-­‐   and   mobile-­‐based   technologies   for   learning,   (3)   their  perception   of   games   and   mobile   technologies   as   teaching/learning   tools,   (4)   the  technical  challenges  that  they  may  be  facing  for  the   integration  of  such  approaches   in  their  daily  teaching  activities,  and  (5)  the  technological  conditions  for  the  integration  of  these   in   their   educational   settings   (i.e.   required   resources   in   terms   of   software,  hardware,  and  training).  

At   the   outset   of   the   project   it   was   decided   that   the   questionnaire   would   be   made  available   in   4   different   languages   to   collect   information   from   a   wide   range   of  respondents,   in   terms   of   native   language.   While   the   format   and   structure   of   the  questionnaire  was   initially  drafted   in  English,  subsequent  versions   in  Spanish,  German,  Italian  and  French  were  created.  This  was  to  ensure  consistency  across  questionnaire  for  further  analysis.  These  questionnaire  were  then  made  available  on-­‐line  through  Google  documents.  Upon  collection  of  the  data  from  the  different  countries  (i.e.,  languages),  all  data  was  merged  into  one  single  file  to  make  it  possible  to  analyse  trends  globally.  

The  questionnaire   included  5   distinctive   sections,   related   to  demographic   information  (e.g.,   age,   gender),   teaching   experience   (e.g.,   topics   taught,   years   teaching   this   topic,  location  of   the   training   centre,  weekly  workload   and   the  profile   of   their   student),   ICT  skills  and  frequency  of  use   (i.e.,  proficiency  in  using  digital  devices  and  common  digital  applications,   including   social   media   and   games),   the   ICT   facilities   provided   by   their  company   (i.e.,   devices,   software   and   flexibility   to   install   additional   software).  Respondents  were  also  asked  about  how  students  have  access  to  these  digital  facilities,  what  devices  they  would  like  or  refer  to  use  for  teaching,  their  propensity  in  the  use  of  

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GBL   and   mobile-­‐based   learning   technologies   (i.e.,   type   of   application   used   and  experience  or  reason  for  no  use  of  one  these  media).    In  addition  instructors  were  also  asked   about   the   impact   they   though   games   and   mobile   technologies   could   have   on  students  and  their  teaching  experience  in  general.  

Two   think-­‐tank   meetings   were   held   in   order   to   debate   key   survey   questions.   After  completing  the  first  version  of  the  questionnaire,  which  was  in  English,  we  translated  it  into   the   four   languages   of   the   participating   project   partners.   The   questionnaire   was  then   pilot   tested   by   24   experts   for   content   validity,   i.e.   to   assess   the   ease   of  understanding   for   the   survey   items   and   an   estimation   of   time.   It   was   assumed   that  completing   the   survey   should   not   take   longer   than   15-­‐20  minutes.   The   questionnaire  was  revised  according  to  the  testing  results  in  order  to  improve  reliability.    

The   MoGaBa   VET   project   partners   sent   the   questionnaire   to   their   affiliated   training  institutions,  which  guaranteed  ease  of  access  and  an  increased  number  of  respondents.  A   cover   letter  was   included,  which  was   distributed   amongst   partners.   All   participants  were   informed   that   participation   in   the   study   was   voluntary   and   their   and   the   data  collected  would  be  kept  confidential.  A  total  of  268  people  answered  the  questionnaire,  with   143  male   (53.6%)   and   124   female   (46.4%)   respondents.  One   participant   skipped  the  question.  The  distribution  of  respondents  according  to  country  is  stated  in  Table  1.  

 

COUNTRY   CASES  Spain   113  Ireland   76  Switzerland   40  Germany   31  Italy   2  Netherlands   2  United  Kingdom   2  Belgium   1  

Turkey   1  TOTAL   268  

Table  1:  Responses  to  the  questionnaire  per  country  

   

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The   age   range   was   between   20   and   over   60   years.   Nearly   half   of   the   respondents  (48.9%)  were  between  31  and  45  years  old,  with  only  12  (4.5%)  participants  being  older  than  60  years  (figure  1).    

 Figure  1:  Age  distribution  of  participants    

 

20-­‐30  years  8%  

31-­‐45  years  49%  

46-­‐60  years  38%  

Older  than  60  years  6%  

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1.  Existing  game  based  learning  approaches  

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 CONTENTS  1.  Existing  game  based  learning  approaches  Fundación  Laboral  de  la  Construcción  (FLC)  

The  interest  in  learning  games  has  considerably  grown  within  the  last  decade.  This  is  not  only  due  to  the  growing  number  of  people  playing  games.  Games  facilitate  learning  by  providing  an  engaging  environment  that  responds  to  the  younger  generations’  habits  of  using   media   (Prensky,   2003).   Studies   show   that   digital   games   for   learning   enable  students  to  gain  skills  needed  in  an  information-­‐based  culture  and  to  learn  innovatively  (Johnson,   Levine,   Smith,  &   Stone,   2011).   Investigations   into   the   educational   potential  that   digital   games   for   learning   provide   frequently   center   on  motivational   aspects   and  the   low-­‐threshold   learning   opportunities   they   may   enable   (Carstens,   &   Beck,   2010;  Douch,  &  Savill-­‐Smith,  2010).  Games  on  mobile  devices  open  up  new  target  groups  and  new   access   to   learning   (Unterfauner,   Marschalek,   Fabian,   2010;   Liao,   Chen,   Cheng,  Chen;   &   Chan;   2011).   The  Mobile   Learning   NETwork’s   (MoLeNET)   review   on   learning  game   technologies   suggests   that  mobile   learning  games  provide  potential   for   learning  and  teaching  in  terms  of  ‘assessment’,  ‘learner  performance  and  skills  development’  or  ‘social  and  emotional  well-­‐being’  (Douch,  Attewell,  &  Dawson,  2010).  

1.1  Differences  between  mobile  and  game-­‐based  learning  This   project   addresses   two   current   trends   in   learning:   mobile   learning   (also   called  mLearning)  and  Game-­‐Based  Learning  (GBL).  

mLearning   refers   to   the   learning   across   multiple   contexts,   through   social   media   and  content  interactions,  using  personal  electronic  devices.  It  focuses  on  the  mobility  of  the  learner,  who  is   interacting  with  portable  technologies,  and  a  learning  that  is  facilitated  by  institutions  to  accommodate  and  support  an  increasing  mobile  population.  It  requires  learners  to  be  able  to  self-­‐manage  their  learning.  If  autonomy  and  metacognition  use  to  be   general   requirements   for   effective   learning,   they   are   even  more   important   in   the  case  of  mobile  learning.  

GBL  is,  put  simply,  learning  with  and  through  games  and  can  be  defined  as  “any  form  of  interactive   computer-­‐based   game   software   for   one   or  multiple   players   to   be   used   on  any   platform   and   that   has   been   developed   with   the   intention   to   be   more   than  entertainment“  (Ritterfeld  et  al.,  2009.  S.  6)  

But  not  only  has   the  mobility   to  do  with   the  device  or   the   trainee.  The   instructor  has  also  more  mobility,  because  mLearning  implies  creation  of  ad-­‐hoc  learning  material.  This  is   one   of   the   reasons  why   using  mobile   tools   for   creating   learning   aids   and  materials  become  an  important  part  of  informal  learning.  

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GBL  can  be  both  digital  and  traditional.  However,  the  trend  is  to  use  increasingly  mobile  devices  over  PC1.  

There   are   two   points   of   views   in   the   use   of   games   for   learning.   On   the   one   hand,  learners   seek   to   have   fun,   taking   the   challenge   and   achieve   better   score,   trying   out  different  roles,  being  able  to  experiment  and  see  what  happens,  being  able  to  express  the  feelings,  and  being  able  to  reflect  about  certain  conflict  situation,  etc.    

On  the  other  hand,  teachers  want  learners  to  be  interested  in  the  topic,  or  use  the  game  as  a  complementary  activity  for  creating  a  complex  learning  opportunity,  increasing  the  motivation  of  learners,  and  offering  another  way  of  interaction  and  communication.  

Games  also  include  social  achievements.  For  example,  by  creating  games  as  metaphors,  trainees   can   utilize   role-­‐play   and   narratives   to   empathize   with   other   people,   events  from  history  or  with  potential  scenarios  from  the  future  and  to  experiment  and  rehearse  skills  in  safe  and  protected  environments.  

Mobile  devices  can  provide  multiple  learning  opportunities,  including:  

• Supporting  exploration  and  widening  the  learning  context.  

• Enhancing  self-­‐expression  and  self-­‐representation  

• Enabling  media  production  

• Supporting  social  networking  and  connection.  

1.2  Mobile  and  game-­‐based  learning  target  groups  The   market   for   apps   is   experiencing   exponential   growth,   in   conjunction   with   the  increase  in  popularity  of  smartphones  and  the  improvement  of  some  operating  systems  such  as  Android  and  iOS.  In  June  2014,  the  most  popular  Apple  App  Store  categories  by  share  of  available  apps  were  2:    

ü Games:  19  %  

ü Education:  10.6%  

ü Business:  8.4%    

 

The   educational   sector   is   also   in   constant   expansion,   which   is   echoed   by   two   most  important   apps   stores   (for   Android   and   iOS   devices)   including   a   specific   section   for  education  and  training.    

                                                                                                               1  http://www.cisco.com/c/en/us/solutions/collateral/service-­‐provider/visual-­‐networking-­‐index-­‐vni/white_paper_c11-­‐520862.html  2  http://www.statista.com/statistics/270291/popular-­‐categories-­‐in-­‐the-­‐app-­‐store/    

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Most  educational  apps  are  specifically  designed  for  children  and  young  people,  and  they  support  learning  for  a  variety  of  topics,  such  as  mathematics,  science,  language  and  arts.  An  analysis  of  the  education  Category  on  Apple’s  Appstore3  showed  that  in  2009,  47%  of  the   top   selling   apps   targeted   preschool   or   elementary   aged   children,   in   2012,   the  percentage  increased  by  up  to  80%.    

The   most   popular   mobile   apps   are   games,   followed   by   maps   and   social   networks  applications.   For   example,   in   June   2014   the   newspaper  The  Guardian   published   a   list  with   the  40  best  Android   apps   and   games   that   included   two   games   for   children:   gro-­‐garden  and  udemy,  both  for  children4.    

Mobile  and  game-­‐based  learning  is  usually  related  to  kids,  teenagers  and  young  adults  but   a   wide   range   of   users   (essentially   adults)   increasingly   adopt   mobile   games.  Especially   mobile   games   provide   an   amazing   opportunity   for   effective   and   engaging  learning,   free   from   space   and   time   restrictions,   and   pose   great   potential   for   adult  learners   as   they  allow   flexible   integration   into  everyday   life,   thus   reducing  barriers   to  entry  compared  to  traditional  classroom  settings.  

However,  in  order  to  develop  and  implement  educational  (game-­‐based)  apps  for  adults  and   older   people,   instructional   principles   and   methods   that   are   appropriate   for   this  specific  group  need  reflection  and  definition.    

 

1.3  Mobile  and  game-­‐based  learning  market  Most   educational   game   apps   address   children   but   the   market   increasingly   adapts   to  adults.   The   following   chapter   closely   looks   at   educational   game   apps   available   and  assesses  their  benefit  for  the  construction  sector:  What  educational  games  are  suitable  for  the  construction  sector  and  more  specific  for  the  building  industry?  

Some   examples   of   apps   related   to   construction   sector   are   presented   below.   Typing  “construction   sector”   on   the   browser   of   Google   Play  we   find   among   the   results,   few  games   for   learning  a   topic  of   the  construction  sector.  However,   there  are  non-­‐gaming  apps  that  can  be  used  as  a  tool  for  construction  workers.  

Simulators:   these   apps   reproduce   the   characteristics   of   real   site   in   a   virtual  environment.   They   try   to   replicate   the   external   factors   and   conditions   with   which   a  worker  interacts.  

 

 

                                                                                                               3  http://www.joanganzcooneycenter.org/publication/ilearn-­‐ii-­‐an-­‐analysis-­‐of-­‐the-­‐education-­‐category-­‐on-­‐apples-­‐app-­‐store/    4  http://www.theguardian.com/technology/2014/feb/07/best-­‐android-­‐apps-­‐games-­‐january-­‐2014  

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NAME  OF  THE  APP   GOOGLE  PLAY  ADDRESS  Construction   Simulator  2014  

https://play.google.com/store/apps/details?id=com.astragon.cs2014  

Table  2:  Example  of  an  app  related  to  a  construction  simulator  game  

Driving   simulators:  They  are  the  most  developed  apps  for  the  construction  sector  and  have   similar   characteristics   as   the  previous  ones.  Driving   simulators   enable   players   to  feel  as  if  they  were  sitting  in  the  cab  of  their  own  vehicle.  For  novice  drivers,  simulators  provide  an  opportunity  to  begin  their  career  and  for  more  experienced  ones,  the  ability  to   enhance   good   driving   or   to   detect   poor   practice.   It   is   a   good   opportunity   for  companies  (training  centers  included),  because  they  can  reduce  the  cost  of  the  training  of  workers.    

 

NAME  OF  THE  APP   GOOGLE  PLAY  ADDRESS  

Excavator  simulator   https://play.google.com/store/apps/details?id=com.idriscelik.excavatorsimulator&hl=en  

Construction  track   https://play.google.com/store/apps/details?id=com.mageeks.android.construction3d&hl=en  

Crane  Driving  3D   https://play.google.com/store/apps/details?id=com.crane.drivingfree  

Road  roller   https://play.google.com/store/apps/details?id=com.vg.roadrollerparkings&hl=en  

Construction  park  simulator  

https://play.google.com/store/apps/details?id=com.cryptic.mountain.babytiger&hl=en  

Forklift  madness  3D   https://play.google.com/store/apps/details?id=com.vg.ForkliftParkingExtended&hl=en  

Table  3:  Examples  of  apps  related  to  driving  simulator  

 

Working   tools:  There  are   few   real   games   for   the   construction   sector.  However,   there  are  significant  tools  linked  to  the  work  within  the  building  industry,  such  as  the  design,  the  organization  of  the  work  or  health  and  safety  issues.  It  might  be  a  way  to  approach  technology  to  the  work  on  site.  

   

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NAME  OF  THE  APP   GOOGLE  PLAY  ADDRESS  PlanGrid  for  Constructionn  

https://play.google.com/store/apps/details?id=com.plangrid.android&hl=en  

Construction  manager   https://play.google.com/store/apps/details?id=com.store2phone_corp.construction_manager&hl=en  

ForTabApp   https://play.google.com/store/apps/details?id=ch.formelntabellen.fortabapp&hl=en  

Handy  Construction  Calculators  

https://play.google.com/store/apps/details?id=com.sidetop.constructioncalc&hl=en  

Construction  calculators  

https://play.google.com/store/apps/details?id=com.nibhav.android.homebuilders&hl=en  

Safety  Talks   https://play.google.com/store/apps/details?id=air.ie.bubble.MTC2HGDROID&hl=en  

Simple  safety  Electrician  

https://play.google.com/store/apps/details?id=com.electrician.ui&hl=en  

Table  4:  Example  of  apps  related  to  construction  working  tools  

Traditional   games:   Some   apps   have   been   designed   as   classical   board   games,   but  introducing  improvements  that  come  from  the  digital  games.  

 

NAME  OF  THE  APP   GOOGLE  PLAY  ADDRESS  Angry  Builder  Project  A-­‐1  

https://play.google.com/store/apps/details?id=com.angrybuilder.projecta.angrybuilderone&hl=en  

The  Construction  Game  –  Lite  

https://play.google.com/store/apps/details?id=rrTenz.construction.lite&hl=en  

Table  5:  Example  of  apps  related  to  construction  traditional  games  

Construction   sector   games   for   children:   There   are   some   initiatives   that   aim   at  introducing  the  construction  sector  to  young  children  and  teenagers.  

 

NAME  OF  THE  APP   GOOGLE  PLAY  ADDRESS  

ABC  Construction   https://play.google.com/store/apps/details?id=com.chaoticconcoctions.abcconstructionlock&hl=en  

Kids  Construction  Trucks  

https://play.google.com/store/apps/details?id=com.NelsonStudios.Kids&hl=en  

Construction  Toddler  Games!  

https://play.google.com/store/apps/details?id=com.playnlearnapps.consrtuctiontoddlergames.consrtuctiontoddlergames&hl=en  

Table  6:  Example  of  apps  related  to  construction  sector  for  children  

   

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1.4  Summary    

• Mobile   learning   and   mobile   game-­‐based   learning   are   emerging   in   the   field   of  education;  however,  appropriate  device  and  proper  framework  remain  to  be  found.  

• Most  of  games  in  the  market  on  Internet  address  children  or  youngers,  although  it  is  changing  and  there  is  a  trend  in  creating  specific  games  for  adults.    

• The   most   representative   apps   for   iOS   are   games   (19%),   Education   (10%)   and  Bussiness  (8%).  

• With   regard   to  Google   Play,   the  market   respond   to   the  building   industry  with   the  following  apps:  simulators,  driving  simulators,  working  tools,  traditional  games  in  a  digital  version  and  games  for  children.    

 

Mobile   learning,   in   general,   is   a   trend   linked   to   the  new   technologies   and   the  mobile  devices  that  we  use  and  possess  more  and  more  and  therefore  it  is  a  topic  to  take  into  account  in  the  building  industry.  

 

However,  when   it  comes  to  mobile  and  game-­‐based   learning  within   the   framework  of  the  construction  sector,   it   is  difficult   to   find  a  game  out  of   the  simulators   field  whose  aim  is  to  make  workers  learn  how  to  deal  with  a  specific  work.  

 

It   is  an  interesting  gap  to  cover  by  the  market,  but  not  before  launching  a  research  on  the  real  needs  of  the  sector  and  the  clear  benefits  workers  draw  from  the  game,  as  well  as  the  tracking  parameters  of  the  efficiency  and  effectiveness  of  the  use  of  the  game.  

 

 

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2.  Influence  on  student  motivation    2.1.  Background  This   chapter   investigates   the  various  motivational   aspects  of  educational  practitioners  to   use   game-­‐based   learning   for   teaching.   It   focuses   on   how   age,   gender,   teaching  experience  and/or  the  topic  that  is  taught,  influences  the  use  of  game-­‐based  learning  as  part  of  teaching  activities.  In  order  to  better  understand  the  reasons  for  using  games  for  learning   it   is   necessary   to   understand   the   concept   of  motivation   from  a   teaching   and  learning   point   of   view.   Thus,   in   the   following   we   first   explain   this   concept   and   then  conclusively  present  the  core  topics  that  emerged  from  the  analysis  of  the  survey  data.  

2.2.  Motivation:  Definition  and  main  characteristics.  Generally,  motivation  is  defined  as  the  process  that  initiates,  guides  and  maintains  goal-­‐oriented   behaviours.   It   involves   the   biological,   emotional,   social   and   cognitive   forces  that  activate  behaviours.  The  term  motivation  is  frequently  used  to  describe  the  reasons  behind  a  particular  action.    

There  are  a  many  of   factors   closely   related   to  motivation   such  as   feelings,   intentions,  aims,  rewards,  ideas,  etc.  The  objective  or  incentive  that  launches  motivation  becomes  a  motivational   source.   To   know   how   to   identify   it,   to   start   it   and   to   develop   it   in   each  circumstance   is   part   of   the   pedagogical   action.   It   is   important   to   point   out   that   the  attention  and  social  feedback  students  get  from  the  trainers’  plays  a  fundamental  role  to  develop  learners’  motivation.  The  main  characteristics  of  motivation  are:  

 Figure  2:  Motivation  characteristics  

 

 

   

Dinamic  and  complex  process  

Individual  and  personal  phenomenon  

Internal  psychological  

process  

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2.3.  Main  motivation  theories  In  order  to  use  the  proper  resource  and  learning  material  it  is  vital  to  know  students’  interests,  needs  and  wishes.  This  refers  to  both  teaching  methods  based  on  traditional  material  and  new  technologies  for  teaching  and  learning.    

According   to  Abraham  Maslow,  human  motivations  move   through  diverse   stages   (see  Figure   3).   Once   the   most   basic   needs   (at   the   bottom   of   the   hierarchy)   are   fulfilled,  human  beings  move  on  to  the  next  level.    

 

   

Figure  3:  Maslow's  hierarchy  of  needs  (1954)  

In   the   scope   of   vocational   education   and   training   (VET),   an   important   aspect   is   to  facilitate  students’  access  to  level  4  and  5.  

David  McClelland  presented   three   types  of  needs   that  explain  human  motivation,   i.e.:  the   need   for   achievement,   for   affiliation   and   for   power   (see   Figure   4).   They   are   all  inherently   part   of   our   personality   but   only   one   of   them   motivates   a   person   at   a  particular  moment.  Learning  material   that   incorporates  all   three  needs  can  potentially  impact  positively  on  students’  motivation  and  the  way  they  learn.  

 

   

Figure  4:  McClelland’s  Three  Need  Theory  (1961)  

Self-­‐actualiza]on  

Esteem  

Love/belonging  

Safety  

Physiological  

Achievement  

• Effort  over  luck  •   Need  of  showing  his  /her  skills  and  achieving  objecwves  

Affiliawon  

• Focus  on  relawonships  • Need  of  affecwon,  love  and  social  interacwon  

Power  

• Passion  for  influence    • Need  of  exerwng  control  over  own  work  and  others    

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Clayton  Alderfer  modified  Maslow’s  hierarchy.  Alderfer  reduced  the  number  of  needs  to  the   three   main   levels   of   existence   or   survival   (E),   relatedness   (R),   and   growth   (G).  According   to   his   theory   unmet   needs   motivate   people.   If   a   person   cannot   satisfy   a  particular  need,  he/she  comes  back  to  a  lower  level  (see  Figure  5).    

 Figure  5:  Alderfer’s  ERG  Theory  (1969)  

 

2.6.  Influence  of  motivation  on  learning  Motivation  and  engagement  are  essential  for  the  process  of  learning  and  subsequently  to  increase  students’  performance  (Klauer  &  Leutner,  2007). Thus,  trainers  who  blend  several  means  and  resources  have  chance  to  motivate  students  and  to  support  their  processing  of  knowledge.    

 

Figure  6:  Motivation  and  performance  

ERG  

Growth  

Relatedness  

Existence  

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2.4.  Different  types  of  motivation  A  large  body  of  research  has  investigated  the  influence  of  motivation  on  the  process  of  learning.  It  has  conveyed  a  difference  between  intrinsic  and  extrinsic  learner  motivation  and   provided   evidence   that   intrinsically   motivated   learners   achieve   better   learning  results  than  extrinsically  motivated  learners,  for  example  (Deci  &  Ryan,  1985).  Generally,  intrinsic  motivation  refers  to  motivation  driven  by  an  internal   interest  or  enjoyment  in  the   task   itself   that   exists   within   the   individual   rather   than   a   desire   for   reward.   In  contrast,  extrinsic  motivation  addresses  the  performance  of  an  activity  in  order  to  attain  an  outcome  (see  Figure  6).  

 

   

Figure  7:  Types  of  motivation  

 

2.8.  Sources  of  Motivation    The  following  (extrinsic  or  intrinsic)  sources  of  motivation  can  apply  to  students  who  are  accessing  new  learning  material:  

 

 Figure  8:  Motivation  sources  

 

Intrinsic  mo]va]on  • Parwcipawng  in  enjoyable  acwviwes  • Carrying  out  funny  and  challenging  acwviwes  • Playing  an  exciwng  game      

Extrinsic  mo]va]on  • Studying  to  get  a  good  grade  • Avoiding  punishment  • Winning  awards  • Studying  to  win  a  scholarship  

Informawon  Preparawon  to  start  a  new  job  

posiwon  

Updawng  of  skills  and  learning  new  

ones  Spare  wme  

Social  relawonships  

Increase  knowledge  

Increase  revenues  

Breaking  the  rouwne  

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2.5.  Motivation  process  Besides   students’   motivation   there   are   others   factors   such   as   intelligence,   learning  styles,  social  background,  or  attitudes  (e.g.  there  is  a  direct  relation  between  motivation  and  performance).  

 

 Figure  9:  Motivation  process  

 

2.7.  Summary  Within   the   past   decade,   studies   have   analyzed   and  demonstrated   that   commercial   as  well   as   educational   games   almost   perfectly   match   the   determinants   of   intrinsic  motivation  (Petko,  2008;  Schiefele  &  Schreyer,  1994).  Educational  practitioners  can  take  advantage  of  this  factor  and  use  games  as  motor  for  engagement  thus  achieving  better  learning  outcomes.  Games  are  motivating  and  engaging  tools  for  learning  that  allow  for  curiosity  and  exploration-­‐based  learning  methods.    

   

STIMULUS  Not  finding  a  job  

NEEDS  Money  

WISH  Finding  a  job  

OBJECTIVE  Get  Training  

FULFILLLING  OF  OBJECTIVES  Acquire  skills  

SATISFACTION  OF  NEEDS  Finding  a  job  -­‐  get  money  

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MOTIVATION   GAME  BASED  LEARNING  Main  characteristics   Alternative  to  teaching  methods  Needs  theories   Useful  to  attain  high  levels  of  needs  Types   Related  to  intrinsic  motivation  Components   Importance  of  needs,  directionality  and  incentives  Process   Awareness   of   student’s   motivation   to   attend   the  

course  Others  factors   Intelligence,   ways   of   learning,   social   background,  

attitudes  Styles   Games  with  moderate  challenge  tasks  

Table  7:  Concepts  of  motivation  and  their  relevance  for  game-­‐based  learning  

 

Within  the  framework  of  this  project,  student  motivation  will  be  addressed  through  the  analysis  of  questions  related  to  factors  that  influence  student  motivation:  

ü Effectiveness  and  efficiency  of  the  use  GBL  in  getting  outcomes.  

ü Teacher  preparation  and  competence  as  a  support  structure.  

ü Organizational  requirements  as  a  support  structure.  

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3.  Analysis  of  the  data  from  the  survey  on  students’  motivation  Fundación  Laboral  de  la  Construcción  (FLC)  

3.1.  Effectiveness  and  efficiency  of  game-­‐based  learning  offers  The   survey   conducted  within   the   scope  of   the  MoGaBa  VET  project   aimed   to   identify  how   game-­‐based   learning   could   influence   students’   motivation   and   learning   from   a  teachers’  point  of  view.  We  asked  teachers/trainers  how  much  confidence  they  give  to  the  use  of  GBL  for  improving  specific  student’s  skills  and  attitudes  in  class.  They  stated  their  degree  of  agreement  with  the  statement  using  a  5-­‐point  Likert-­‐type  scale  ranging  from  1  (strongly  disagree)  to  5  (strongly  agree):  

 

ITEMS  Using  educational  games  as  part  of  teaching  practices  can  improve  students'  attendance.  Instructors  should  include  more  Game-­‐Based  Learning  activities  in  their  teaching.  Games  are  a  change.  I  use  them  to  give  pupils  a  break  from  daily  (learning)  routine.  I  think  that  educational  games  can  improve  motor  skills.  I  think  that  educational  games  can  improve  spatial  awareness.  I  think  that  educational  games  can  improve  collaborative  skills.  I  think  that  educational  games  can  improve  problem-­‐solving  skills.  I  think  that  educational  games  can  improve  logical  skills.  Ithink  that  educational  games  can  improve  critical-­‐thinking  skills.  I  think  that  educational  games  can  improve  ICT  skills.  The  use  of  educational  games  in  my  classes  had  had  a  noticeable  positive  impact  on  students'  motivation.  The  use  of  educational  games  in  my  classes  has  had  a  noticeable  positive  impact  on  students'  achievement.  

Table  8:  Questionnaire  items  related  to  effectiveness  and  efficiency  of  GBL  offers.  

 

Some   of   these   impacts   had   to   do   with   their   influence   on   the   grade   of   student’s  motivation  towards  the  studies;  others  about  their  impact  in  the  improvement  of  skills  and  the  rest,  they  valued  their  strength  of  GBL  as  a  tool  support  for  the  trainer.  

     

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Figure  10:  Responses  to  questions  related  to  effectiveness  and  efficiency  of  GBL  offers  

The   first   item  and   the   last   two  ones   are   related   to   the   influence  of  GBL   on   students’  motivation   to   the   study,   from   a   conceptual   point   of   view.   Third   and   forth,   value   the  suitability   of   using   the   teaching   GBL.   The   rest   of   items   assessed   were   about   specific  skills,  which  trainees  would  improve  in  case  of  having  received  a  training  that  included  the  use  of  GBL.  Feedback  was  measured  using  a  5-­‐point  Likert-­‐type  scale  ranging  from  1  (strongly  disagree)  to  5  (strongly  agree).  

Trainers  agreed  mainly  on  three  benefits  regarding  the  use  of  technologies  for  teaching,  their  capacity  of  improving  ICT,  as  well  as  problem-­‐solving  and  logical  skills.  The  greatest  consensus  was  reached  on  the  improvement  of  skills  related  to  logic,  unlike  social  skills  (i.e.,  collaborative  skills,).  The  answer  that  obtained  the  greater  disagreement  was  the  one  that  related  to  instructors  using  games  to  give  pupils  a  break  from  daily  (learning)  routine;   this   could   translate   in   their   appreciation   of   GBL   as   a   trainer’s   driving   tool.  Nonetheless,  taking   into  account  all  response  values   it  showed  that  trainers  have  little  trust  in  the  positive  impact  of  GBL  on  student’s  motivation  and  achievement.    

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3.2.  Differences  in  the  impact  of  GBL  according  to  the  classifying  variables  The   questionnaire   comprised   seven   classifying   variables.   They   were   related   to   (a)  teachers’/trainers’   gender,   (b)   location   of   the   institution,   (c)   age,   (d)   experience,   (e)  topics,   (f)   daily   teaching  hours   and   (g)   target   group.  All   study   responses  were   filtered  and   analysed   according   to   these   variables   and   results  with   regard   to  pedagogical   and  motivational  support  are  presented  and  explained  in  the  following  sections.  

Gender  

Displayed  are  the  responses  that  showed  the  most  poignant/significant  differences.    

OPTIONAL  ANSWERS   MALE   %   FEMALE   %   RESPONSE  COUNT   %  

  Instructors  should  include  more  Game-­‐Based  Learning  activities  in  their  teaching  

1.-­‐  Strongly  disagree   1   0,74%   1   0,82%   2   1%  

2.-­‐  Disagree   13   9,56%   7   5,74%   20   8%  

3.-­‐  Do  not  know   34   25,00%   25   20,49%   59   23%  

4.-­‐  Agree   53   38,97%   63   51,64%   116   45%  

5.-­‐  Strongly  agree   35   25,74%   26   21,31%   61   24%  

  136     122     258   100%  

  I  think  that  educational  games  can  improve  logical  skills  

1.-­‐  Strongly  disagree   2   1,47%   2   1,64%   4   2%  

2.-­‐  Disagree   6   4,41%   3   2,46%   9   3%  

3.-­‐  Do  not  know   25   18,38%   17   13,93%   42   16%  

4.-­‐  Agree   66   48,53%   74   60,66%   140   55%  

5.-­‐  Strongly  agree   37   27,21%   26   21,31%   63   24%  

  136     122     258   100%  

  I  think  that  educational  games  can  improve  critical-­‐thinking  skills  

1.-­‐  Strongly  disagree   3   2,21%   3   2,46%   6   2%  

2.-­‐  Disagree   19   13,97%   11   9,02%   30   11%  

3.-­‐  Do  not  know   47   34,56%   35   28,69%   82   32%  

4.-­‐  Agree   37   27,21%   54   44,26%   91   36%  

5.-­‐  Strongly  agree   30   22,06%   19   15,57%   49   19%  

  136     122     258   100%  

Table  9:  Results  of  data  analysis  according  to  gender  aspects  

   

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With   regard   to   gender   it   showed   that   both   male   and   female   trainers   had   the   same  degree  of  agreement  or  disagreement.  The  items  and  questions  on  which  their  opinion  differs  the  most  are  “Instructors  should  include  more  Game-­‐Based  Learning  activities  in  their  teaching”;  “I  think  that  educational  games  can  improve  logical  skills”  and  “I  think  that  educational  games  can  improve  critical-­‐thinking  skills”  (see  Table  9).  

In  the  three  cases,  although  it  is  a  small  difference,  many  males  do  not  believe  in  the  usefulness  of  GBL  for  the  topics  mentioned  above.  

Age  

With  regard  to  age  it  showed  that  teachers/trainers  between  the  age  of  20  –  30  years  and   31-­‐45   years   respectively   are   more   optimistic   about   the   effectiveness   of   GBL   on  students.  Figure  11  shows  their  level  of  agreement  on  every  item  compared  to  the  other  age  brackets.    

 

 

 

 

 

 

 

 

I  think  that  educational  games  can  improve  logical  skills  

 

 

 

 

 

 

 

I   think   that   educational   games   can   improve   collaborative  skills  

Figure  11:  Assessment  of  GBL  with  regard  to  logical  skills  and  collaborative  skills  by  age  

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I  think  that  educational  games  can  improve  problem-­‐solving  skills  

Figure  12:  Assessment  of  GBL  and  improvement  of  problem-­‐solving  skills  by  age  

 

Question:  Using  educational  games  as  part  of  teaching  practices  can  improve  students'  attendance;  Instructors  should  include  more  GBL  activities  in  their  teaching.  

In  general,   the  older   the   trainers,   the   less   they  believe   in   the  benefits  offered  by  GBL  (see  Figure  11,  12  and  13).  

 

 

 

 

 

 

 Using  educational  games  as  part  of  teaching  practices  can  improve  

students'  attendance  

 

 

 

 

 

 Instructors  should  include  more  Game-­‐Based  Learning  

activities  in  their  teaching  

Figure  13:  GBL  and  students’  attendance  and  inclusion  of  GBL  into  teaching  activities  by  age.  

   

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Years  of  experience  

With  regard  to  teaching  experience  no  major  difference  showed  (see  Table  10).    

 

Q4  FOR  HOW  LONG  HAVE  YOU  BEEN  TEACHING?  

Answer  Options   Response  Percent  

Response  Count  

Less  than  5  years   28.0%   75  6  -­‐  10  years   23.9%   64  11  -­‐  15  years   20.5%   55  More  than  15  years   27.6%   74  

answered  question   268  

Table  10:  Distribution  of  participants  according  to  their  years  of  experience    

 

Further   analysis   revealed   that   experienced   trainers   (11   to   15   years   of   teaching  experience)   generally   demonstrate   the   highest   level   of   agreement   on   the   positive  effects   of   GBL   on   students   and   they   are   the   ones   who   believe   that   using   games   for  learning  can  be  a  change  to  pupils’  daily  learning  routine.    

In   contrast  with   these   results,   experienced   teachers   (more   than   15   years   of   teaching  experience)  are  the  most  pessimistic.    

 

 

 

 

 

 

I  think  that  educational  games  can  improve  motor  skills  

 

 

 

 

 

 

Games   are   a   change.   I   use   them   to   give   pupils   a   break   from  daily  (learning)  routine  

Figure  14:  GBL  can  improve  motor  skills  and  GBL  is  a  change  to  daily  routine  by  years  of  experience  

 

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I  think  that  educational  games  can  improve  collaborative  skills  

 

 

 

 

 

 

I   think   that   educational   games   can   improve   problem-­‐solving  skills  

Figure  15:  GBL  can  improve  collaborative  skills  and  problem-­‐solving  skills  by  years  of  experience  

 

However,  trainers  with  more  than  15  years  of  experience  believe  the  most  in  the  effects  of  GBL   to   improve  of   students'   attendance;   they   think   that   instructors   should   include  more  GBL  activities  in  their  teaching  (see  Figure  16).  

 

 

 

 

 

 

 

Using  educational  games  as  part  of  teaching  practices  can  improve  students'  attendance  

 

 

 

 

 

 

Instructors  should  include  more  Game-­‐Based  Learning  activities  in  their  teaching  

Figure  16:  GBL  can  improve  students’  attendance  and  should  be  part  of  teaching  activities  

 

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Hours/week  they  work  

Table  11  states  the  number  of  hours  teachers  work  per  week.    

Q6  HOW  MANY  HOURS  PER  WEEK  DO  YOU  TEACH?  

Answer  Options   Response  Percent  

Response  Count  

Up  to  5  hours   28.2%   73  6  -­‐  15  hours   30.5%   79  16  -­‐  24  hours   25.5%   66  More  than  24  hours   15.8%   41  

answered  question   259  skipped  question   9  

Table  11:  Results  of  data  analysis  according  to  hours  per  week  of  work  

Data   analysis   by   this   criterion   showed   that   those  who   teach   full   time   and   those  who  only  teach  few  hours  do  not  highly  value  GBL  as  a  tool  for  teaching  and  learning.  Figure  17  and  Figure  18  imply  that  teachers  who  teach  more  than  24  hours  per  week  are  the  most  critical.  

 

 

 

 

 

 

 

I  think  that  educational  games  can  improve  critical-­‐thinking  skills  

 

 

 

 

 

 

Games  are  a  change.  I  use  them  to  give  pupils  a  break  from  daily  (learning)  routine  

Figure  17:  GBL  can  improve  students’  critical-­‐thinking  skills  and  is  a  change  to  teaching  activities  

 

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I  think  that  educational  games  can  improve  collaborative  skills  

 

 

 

 

 

 

I  think  that  educational  games  can  improve  motor  skills  

Figure  18:  GBL  can  improve  collaborative  and  motor  skills  by  weekly  workload.  

 

Results   are   inconclusive  with   regard   to   teachers’   assessment  of   the   impact   games   for  learning   have   on   students’   achievement.   It   showed   that   even   though   teachers  with   a  high  weekly   workload   think   that   games   can   positively   impact   students’   achievement,  many  also  strongly  disagree  to  this  argument  (see  Figure  19).  

Figure  19:  GBL  impacts  students'  achievement  by  weekly  workload  

   

 

 

 

 

 

 

   

 

The  use  of  educational  games  in  my  classes  has  had  a  noticeable  positive  impact  on  students'  achievement  

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Target  groups    

The   type   of   training   a   teacher/trainer   provides   and   the   target   group   respectively,  differs  within  the  participant  countries.  Thus,  separate  analysis  was  necessary:  

• Ireland,   Germany   and   Switzerland   focus   on:   Bridging   Course   (Occupational  Training),  Retraining,  Apprenticeship  and  Further  Education.    

• Spain   focuses   on:   Non-­‐qualified   workforce,   qualified   workforce,   Technician,  Supervisor  and  Chief  Supervisor.  

 

a)  Ireland,  Germany  and  Switzerland  

In  general,  trainers  of  apprentices  have  little  trust  in  GBL  (see  Figure  20).  However,  with  regard  to  the  individual  target  groups,  no  major  differences  surfaced  between  the  assessment  of  teachers/trainers  in  using  GBL.    

 

 

 

 

   

I  think  that  educational  games  can  improve  logical  skills  

 

 

 

 

   

I  think  that  educational  games  can  improve  collaborative  skills  

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 I  think  that  educational  games  can  improve  problem-­‐solving  

skills  

 

 

 

 

 

 The  use  of  educational  games  in  my  classes  has  had  a  noticeable  positive  impact  on  students'  achievement  

Figure  20:  Analysis  by  target  group  (GE,UK,CH)  

b)  Spain  

Also,  for  Spain  the  results  are  very  homogeneous  (see  Figure  21).  It  showed  that  trainers  of  supervisors  are  the  ones  who  trust  the  benefits  of  GBL  the  least.  In  comparison  to  the  answers   given   by   trainers   from   Ireland,   Germany   and   Switzerland,   trainers   of   non-­‐qualified  workforce  in  Spain  (as  an  equivalent  to  apprenticeship)  strongly  agree  on  the  educational  potential  GBL  offers  can  provide.  

 

 

 

 

 

 I  think  that  educational  games  can  improve  motor  skills  

 

 

 

 

 

 I  think  that  educational  games  can  improve  spatial  awareness  

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 I  think  that  educational  games  can  improve  problem-­‐solving  skills  

 

 

 

 

 

 Using  educational  games  as  part  of  teaching  practices  can  

improve  students'  attendance  

Figure  21:  Analysis  by  target  group  (ES)  

 

 

3.3.  Teacher  Preparation  and  competence  as  support  structure  Students’  motivation  also   is  related  to  trainers’  motivation  and  their  confidence   in  the  positive  effects  of  GBL  on  the  student  learning.  Trainer  motivation  is  being  analysed  in  this   context,   though   the   results   of   the   following   questions   which   were   made   in   the  survey:  

ü What  are  the  three  biggest  challenges  with  the  target  group  when  you  are  teaching?  (Q9).  

ü Please,  rate  your  proficiency  in  using  the  following  devices  for  teaching  (Q10).  

ü How  proficient  do  you  think  you  are  using  the  Internet?  (Q11).  

ü Have  you  played  digital  games  in  your  spare  time  last  year?  (Q13).  

ü Have  you  ever  used  digital  games  for  teaching?  (Q18).  

ü Have  you  ever  used  mobile  games  for  learning?  (Q26).  

The  answers  somehow  reflected  teachers’  willingness  to  use  GBL  for  teaching  because  both   challenges   when   they   are   training   and   the   grade   of   ICT   knowledge   would  determine  their  way  of  teaching  and,  therefore,  the  tools  they  might  use,  such  as  GBL.  

   

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3.4.  Challenges  when  teaching  In  order  to  identify  the  main  challenges  teachers  face  in  their  day-­‐to-­‐day  work,  an  open  response   question  was   raised:  What   are   the   three   biggest   challenges  with   the   target  group  when  you  are  teaching?  Answering  was  not  compulsory.  The  answers  have  been  categorised  as  follows:    

a) Achieving  an  objective:  Students  are  often  unmotivated  to  reach  a  certain  goal,  for  example:  to  get  or  to  keep  a  job,  to  obtain  a  specific  accreditation,  to  pass  an  exam,  etc.  

b) Transferring  values  or  proper  attitudes:  Students  face  problems  to:  

o acquire  a  disciplined  behaviour  during  the  course:  to  attend  the  course,  to  listen  to  the  teacher,  to  be  participative,  etc.  

o overcome  prejudices  and  change  attitudes:  low  self-­‐esteem,  distrust  the  training,  motivation  to  learn,  to  achieve  the  students’  involvement  (doing  homework,  for  instance).  

c) Getting  students  motivated.  Students  are  often  unmotivated  to  attend  classes  and  participate  infrequently.  

d) Transferring   knowledge:   Students   are   frequently   unable   to   transfer   the   learned  material  into  practice,  e.g.  complementing  theory  with  practice.  

e) Overcoming  heterogeneity:  Classes  are  often  very  heterogenic  with  regard  to  age,  experience,  level  of  knowledge,  language,  etc.  

f) Matching   student   profile   and   course   requirements:   Students   are   not   always  prepared   to   deal   with   the   training   material   properly   because   they   lack   specific  knowledge  (technology,  experience,  literacy,  numeracy,  etc.).  

g) Being   able   to   use   suitable   teaching   resources:   Teachers  often   lack   tools   that  are  suitable  for  the  institution  and  that  adapt  to  students’  level  of  knowledge.  

h) Overcoming   external   barriers:   Teachers   would   like   to   overcome   course   specific  problems  but  are  not  always  able  to  do  so,  e.g.  access  requirements  for  the  course  or  inadequate  timing.  

   

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CATEGORIES   FIRST  OPTION   SECOND  OPTION   THIRD  OPTION  

Achieving  an  objective   7%  (21)   7%  (21)   6%  (17)  

Transferring  values   23%  (64)   27%  (74)   19%  (52)  

Getting  motivation   14%  (40)   8%  (22)   7%  (20)  

Transferring  knowledge   12%  (33)   13%  (37)   12%  (33)  

Heterogeneity   19%  (51)   10%  (29)   2%  (7)  

Suitable  resources   2%  (8)   2%  (6)   3%  (6)  

External  barriers   3%  (9)   2%  (7)   8%  (22)  

No  categories   6%  (17)   7%  (19)   11%  (31)  

  268  responses   240  responses   199  responses  

Table  12:  Challenges  of  game-­‐based  learning  approaches  

 

Transferring  values   (23%)  was  mentioned  most   frequently  with  option  1.,   followed  by  Overcoming  heterogeneity  of  the  class  (19%)  and  Getting  the  student  motivation  (14%).  With   the   second   option   the   sequence   was:   Transferring   values   (27%),   Overcoming  heterogeneity   (10%)   and   Transferring   knowledge   (13%).   Eventually,   only   199  participants   completed   the   third   option.   Trainers/teachers   stated   Transferring  knowledge   (19%),  Transferring   values   (12%)   and  Overcoming   external   barriers   (8%)   as  most  challenging.  

Overall,   the   three  main   challenges   that   surfaced   from   the   analysis  were:  Transferring  values,  Transferring  knowledge  and  Heterogeneity.    

 

CATEGORIES   RESPONSES  (Total)  

Transferring  values   190  

Transferring  knowledge   103  Heterogeneity   87  Getting  motivation   82  No  categories   67  Achieving  an  objective   59  External  barriers   38  Suitable  resources   20  

Table  13:  Total  of  teacher  feedback  

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Getting  students  motivated  is  an  expected  result  when  using  GBL  and,  at  the  same  time,  trainers  have  identified  this  challenge  as  a  personal  one.  According  to  the  analysis  that  is  being  doing  in  this  study,  it  could  be  said  that  66.5%  of  trainers  do  not  know  or  do  not  believe  that  the  use  of  GBL  contributes  to  overcome  one  of  the  personal  challenge  that  trainers  identified.  33%  of  these  last  ones  have  as  a  personal  challenge,  to  get  student  motivation.  

 

3.5.  Conclusions  regarding  motivational  aspects  As  a  result,  when  a  trainer  decides  to  use  a  GBL  should  be  aware  of  students’  motivation  to  attend  the  training  course  because  otherwise,  he/she  may  select  an  inadequate  game  that  may  have  the  opposite  effect  that  is  to  hinder  trainees'  learning.  For  instance,  if  a  worker   is  participating   in  a   training  action  to  get  a   job  because  he   is  unemployed  and  needs  money,  it  would  not  be  a  good  choice  to  use  a  game  that  encourages  students  to  learn  only  for  the  sake  of  knowledge,  because  he  has  a  specific  physiological  need  not  a  self-­‐actualization  one,  which  means  that  he  demands  concrete  skills  urgently   to   find  a  job  and  therefore  money.  

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4.  Evaluating  the  technical  feasibility  of  Mobile  and  Game-­‐based  learning  systems  for  VECs/VETs  Watford  Institute  of  Technology  

Guidelines  examining  the  different  aspects  involved  in  order  to  successfully  develop  and  implement  a  (Mobile)  Game-­‐Based  Learning  solution  for  vocational  education.    

4.1.  Introduction  At   the   outset   of   the   project   it   was   agreed   that   WIT   would   investigate   the   technical  feasibility  of  the  integration  of  Game-­‐Based  Learning  solutions  in  instructional  settings.  The  rationale  behind  this  action  was  to  ensure  that  any  possible  barriers  to  the  use  of  technology-­‐enhanced   learning   tools   would   be   addressed,   hence   increasing   the  acceptance  and  use  of  Mobile  and  GBL  environments.    

The  following  document  contains  guidelines  examining  the  different  aspects  involved  to  successfully   develop   and   implement   Mobile   and   Game-­‐Based   Learning   solutions   for  vocational  education.   It  also   identifies  the  key   issues  with  respect  to  the  development  process  and  seeks  to  propose  solutions  accordingly.  

4.2.  Assessment  of  the  Technological  Requirements  The  following  document  contains  guidelines  examining  the  different  aspects  involved  to  successfully   develop   and   implement   a   (Mobile)   Game-­‐Based   Learning   solution   for  vocational   education.   The   term   application   refers   to   the   end   product   while   users,  players  and  end-­‐users  are  used  interchangeably.  The  document  will  also  identify  the  key  issues  with  respect  to  the  development  process  and  seek  to  propose  solutions  to  these  problems.  

The  process   followed  to   identify  requirements  was  based  on  brainstorming  during  our  meetings.  Although  it  could  have  followed  a  more  rigorous  process,  alike  Requirements  elicitations,  it  included  the  view  of  the  many  stakeholders  part  of  the  consortium,  and  as  such,   provides   an   exhaustive   and   objective   assessment   of   what   could   be   the   key  requirements  for  a  successful  GBL  system  that  match  the  constraints  and  needs  of  both  instructors  and  learners.  

   

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4.3.  Technological  requirements  This   section   examines   the   hardware   and   software   requirement   considerations   to   be  evaluated  for  the  project.  

Platforms  The   technical   requirements   were   broken   down   into   software   (operating   system)   and  hardware  (devices)  platforms,  and  were  as  follows:  

OPERATING  SYSTEMS   DEVICES  Android  OS   Android  phone  or  Tablet  Apple  Ios   Apple  Mac,  iPhone  or  iPad  Windows  OS   Windows  Desktop,  Phone,  Tablet  Linux   Linux  

Table  14:  Technical  requirements:  operating  systems  and  devices  

It  was   assessed   that   because   of   the   difference   across   devices   and   operating   systems,  subsequent  requirements  may  be  defined  to  ensure  compatibility  across  all  platforms,  and  hence  a  higher  level  of  acceptance  of  GBL  software.  

Usability    This  section  examines  the  usability  challenges  that  need  to  be  addressed  to  produce  an  application   that   caters   for   all   abilities   and   disabilities.   This   aspect   is   important   as  usability   can  greatly   influence  acceptance  of   a  new   technology,   and   it   is   important   to  ensure   that   any   software   used   is   inclusive   to   cater   for   a   wide   range   of   personal  requirements,  at  a  practical,  emotional,  or   cognitive   level.   The   following  aspects  were  identified  for  an  inclusive  and  usable  application:  

 Figure  22:  Aspects  identified  for  an  inclusive  and  usable  application  

   

Personalization  

Ease  of  use  Accesibility  

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Personalization:  

ü Different  levels  of  difficulty.  ü Tutoring  system.  ü Automatic  difficulty  adjustment.  

Ease  of  use:  

ü Motivating  ü Portability.  ü Access  to  the  application.  ü Easy  to  install.  ü Users  can  download  to  their  own  devices.  ü Clear  and  consistent  user  interface  and  layout.  ü Translation  for  the  application  –  cater  to  all  users  .  

Accessibility:  

ü Clarity  and  Conciseness  of  instructional  content  ü Impaired  vision.  ü Colour-­‐blindness.  ü Dyslexia.  

Functionalities    This   section   describes   the   functionalities   that   should   be   included   in   the   software   and  identify  the  key  requirements;  these  were  defined  as  follows:  

• Impart  key  skills  of  a  particular  topic  through  an  increasing  level  of  difficulty    • Adjust  the  difficulty  to  the  learners’  skills  and  knowledge  • Provide  the  learner  with  timely  and  appropriate  feedback  along  with  an  indication  of  

his/her  progress  (e.g.,  certificate  saying  what  the  learner  has  achieved).  • Certify  informal  learning  (e.g.,  life  experience)  that  also  takes  place  (learning  through  

experience  may  or  may  not  be  acknowledged).  • The   feedback   should   be   constructive   to   the   learner   and   help   guide   the   learning  

process  • Incorporate  augmented  reality  to  show  the  users  how  to  carry  out  an  action  • Use  preventive  measures  and  clear  steps  to  carrying  out  an  action  • Clearly  defined  processes  • Agile  development  utilizing  game  development  authoring  tools    

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Performances  This  section  assesses  any  requirements  linked  to  performance  for  the  system  so  that  it  can  be  designed  to  handle  these;    

• Number  of  concurrent  users  • Data  storage:  local  vs.  cloud  • Need  to  access  online  data  repositories  to  retrieve  data.  • Availability  and  stability  of  the  system  (fault  tolerance)  • Online  and  offline  use  • Updating  the  application    • Software  compatibility  

Environmental  Requirements  Throughout  the  literature  it  has  been  reported  that  acceptance  of  new  systems  may  be  dictated  by  how  it  integrates  with  existing  structures.  As  a  result,  to  ensure  a  successful  adoption   of   GBL,   we   envisaged   the   different   environmental   requirements   and  constraints  that  may  be  accounted  for.  

Mobile  The  following  section  includes  considerations  for  the  mobile  element  of  the  application;    

• Language:   The   application   can   be   developed   using  mobile   compliant   technologies  (E.g.  HTML5,  CSS3,  JQuery  Mobile).  These  can  be  then  wrapped  by  Phonegap.com  or  FeedHenry.com  to  create  native  applications  for  different  types  of  mobile  device.    

• Screen  size:  considerations  for  screen  size  and  usability  issues  will  be  crucial  for  the  popularity  of   the  application.  The  application  of   liquid   layout  may  be  useful   in   this  regard  

• Location  awareness:  location,  direction,  and  other  similar  components  may  be  used  to   improve   the   game-­‐play   for   the   end-­‐user;   these   features   make   it   possible   to  augment  the  experience  and  combine  real  and  virtual  information    

• Haptic  feedback  for  the  learner:  haptic  feedback  may  also  enhance  the  experience,  especially   for   those   with   visual   impairment,   for   whom   tactile   information   may  greatly  enhance  interaction  

   

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Plugging  The   application   that   is   being   considered  will   need   to   incorporate   some  well-­‐accepted  plugging  so   that   interconnection  with   relevant  services  and/or  social  platforms  can  be  made  possible.  These  include  social  media  plugins  such  as  Twitter  and  Facebook  (so  that  end-­‐users  can  share  information  with  family  and  friends  and  provide  a  greater  exposure  for  the  application)  and  Google  API  to  harness  location  aware  features  and  GPS  

Type  of  Operating  System  It   was   decided   that   the   application   should   be   OS   independent,   while   prioritizing   key  requirements  for  popular  platforms  such  as  Android,  iOS  and  Windows.  

Interaction  with  a  Learning  Management  System  (LMS)  Because  the  application  to  be  developed  is  to  be  integrated  within  existing  educational  infrastructures,  it  was  found  essential  that:    

• The  application  be  easily   integrated  within  a   learning  management  system  such  as  Moodle,  Blackboard,  or  BSCW,    

• Teachers   be   able   to   send   updates   (e.g.   assignments)   and   feedback   to   learners  through   either   the   application   or   the   LMS   used   at   their   institution   (e.g.   all  notifications  should  be  synchronized  and  seamless).  

Technological  requirements  for  the  end-­‐users  This   section  will   examine   the  necessary   skills   and   IT  proficiencies   for  end-­‐users.   It  will  also   provide   recommendations   to   assist   users   in   familiarizing   themselves   with   the  application.  

Level  of  expertise  and  IT  proficiency    The  following  requirements  were  identified:  

• First-­‐time   users   must   be   presented   with   an   instructional   tutorial   providing   all  necessary  information  in  order  to  use  the  application.    

• The   application   must   be   easy-­‐to-­‐use   and   intuitive   (e.g.,   the   user   must   feel  comfortable   using   the   different   functionalities   of   the   application   and   be   able   to  access  help  readily  when  needed).  

• Teacher’s  abilities  with  regard  ICT  and  use  of  games  must  be  evaluated  in  order  to  determine  whether  further  training  is  required.  

   

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Need  for  further  training  The   installation  of   such   systems  may   require   training   for   staff,   to   inform   them  of   the  benefits   offered   by   this   system   and   the   technical   features   that   they   will   be   using  regularly;  these  include:  

• Provide   tutorials   designed   for   end-­‐users   that  must   be   readily   available   and   easily  accessible  within  the  application.  

• Online  community  of  end-­‐users  to  provide  support  to  those  encountering  difficulties  with  the  application  (e.g.,  an  online  forum  would  add  a  sense  of  community,  giving  experienced  end-­‐users  the  opportunity  to  give  back  by  helping  new  users  master  the  application).    

• Organize  workshops  in  order  to  provide  training  for  end-­‐users  lacking  the  necessary  skills  or  competencies  to  use  the  application.  

Technological  requirements  for  sustainability  This   section   is   concerned  with   the   sustainability  of   the  application  over   time.  The  key  challenges  are  identified  below  that  need  to  be  addressed  in  order  to  have  a  sustainable  application.    

• Making   changes/revisions   to   how   the   instructional   content   is   delivered   (e.g.  incorporating  new  techniques  and  strategies  for  delivering  content).  

• Designing  the  game  with  modularity   in  mind:  this  ensures  that  the  system  is  easily  maintainable  and  testable.  

• Incorporating   additional   functionality   for   the  application   that  does  not  disrupt   the  user  experience  to  a  great  extent,  along  with  clear  instructions  on  its  purpose.  These  need  to  be  formally  introduced  to  all  users.  

• Monitor  the  quality  of  the  system:  Improvements  deemed  necessary  to  improve/fix  existing  functionality  or  adapt  the  application  to  users’  needs  (E.g.  applications  are  constantly  evolving).  

• Seamlessly   add   new   functionality/features   as   needed   without   affecting   the   user  experience.  

• Funding  to  maintain  the  software,    • Advertising  related  to  the  course  (E.g.  product  placement  or  continual  professional  

training  –  additional  courses)  • Through   publishers,   offer   basic   model   of   application   for   free   and   charge   for  

additional  content  

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4.4.  Results  of  the  survey  analysis    

Technological  conditions  for  the  introduction  of  GBL  Respondents  were  asked  to  specify  their  proficiency  in  the  use  of  digital  devices.  

Q10  PLEASE  RATE  YOUR  PROFICIENCY  IN  USING  THE  FOLLOWING  DEVICES  FOR  TEACHING?  1=NO  EXPERIENCE  AT  ALL  AND  5  =  VERY  EXPERIENCED  

Answer  Options   1   2   3   4   5   Response  count  

TabTablet  (iPad  or  Android  devices)  

67  25.2%  

42  15.8%  

50  18.8%  

44  16.5%  

63  23.7%  

266  

Smartphones   60  22.7%  

27  10.2%  

42  15.9%  

62  23.5%  

73  27.7%  

264  

Stationary  PC   10  3.8%  

4  1.5%  

24  9%  

71  26.7%  

157  59%  

266  

Laptop  or  Netbook   17  6.4%  

7  2.6%  

20  7.5%  

74  27.7%  

149  55.8%  

267  

Digital  Blackboard   97  37.2%  

47  18%  

60  23%  

31  11.9%  

26  10%  

261  

Table  15:  Q10  Please  rate  your  proficiency  in  using  the  following  devices  for  teaching?  

 

The   results   reported   in   Table   15,   indicate   that   most   respondents   feel   relatively  comfortable   using   laptops   or   net-­‐books   (83%),   or   stationary   PCs   (86%).   These  percentages  are  the  result  of  the  sum  of  those  who  scaled  their  proficiency  in  4  and  5  in  a  1-­‐5  scale,  being  1  no  experience  and  5  very  experienced.  

However,   they   feel   less   proficient  with   emergent  mobile   technologies   such   as  mobile  phones   or   tablets   (50%),   including   technologies   developed   specifically   for   teaching  purposes   (e.g.,  digital  blackboards;  22%).  While   the   lack  of  proficiency   in   the   first   two  areas  (i.e.,  mobile  and  tablets)  could  be  due  to  a  generation  gap,  further  analysis  broken  down  into  age  groups  shows  interesting  results,  notably  that  younger  teachers  seem  to  be   more   exposed   to   this   technology,   and   that   significant   differences   appear   across  genders  (males  tend  to  use  mobile  technologies  more  that  female).  It  is  also  interesting  to   note   that   research   has   shown   that   perceived   proficiency   is   often   significantly  different  to  the  actual  proficiency  and  skills  acquired  by  respondents.    

In   other  words,   it   is   often   the   case   that   respondent   under-­‐evaluate   their   skills   or   the  knowledge   that   they  have  acquired.   It   is   interesting   to  note   that   the  use  of  particular  medium  may  depend  on  the  resources  available;  this  may,  in  turn,  may  depend  on  the  country/region,  as  some  funding  may  vary  and  allow  two  computers  per  students.  The  use  is  related  to  what  staff/companies  want,  but  also  to  what  they  can  afford,  and  this  latter  may  vary  greatly  across  countries,  and/or  the  size  of  the  institute.  

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When  asked  about  the  type  of  digital  activities  they  often  engage  in,  most  participants  frequently   shop   on   line   (70%),   use   social   media   (62%)   or   computer-­‐supported  collaborative   software   such   as   SKYPE   (60%).  However,   very   few  played   on-­‐line   games  (16%).  The  latter  may  not  reflect  the  full  spectrum  of  the  users.    

Q20  WHICH  OF  THE  FOLLOWING  STATEMENTS  APPLIES  TO  YOU?  

Answer  Options   Response  Percent  

Response  Count  

I  use  social  media  (Twitter,  Facebook).   62,1%   121  I  use  collaborative  software  or  video  conferences  (e.g.  Skype).   60,0%   117  I  play  online  games.   15,9%   31  I  shop  online.   69,7%   136  Other  (Please  specify)   7,2%   14  

answered  question   195  skipped  question   73  

Table  16:  Q20  Which  of  the  following  statements  applies  to  you?  

When  asked  whether   they   could   install   software   if   need  be,  most  of   the   respondents  indicated  that  this  was  not  possible  (37%),  or  that  they  would  need  adequate  permission  to  do  so   (40%),  and  very   few  were  able   to  perform  the   installation   themselves   (23%).  Although  further  analysis  needs  to  be  carried  out  to  determine  to  which  extend  this  may  affect  their  willingness  to  pursue  GBL-­‐  or  mobile  -­‐based  activities,  these  general  results  indicate   that,   provided   that   IT   resources   could   be   a   potential   bottleneck   (i.e.,   limited  availability),  very  few  instructors  may  be  able  to  adapt  their  class  content  (i.e.,  material  and  software  used),  unless  these  require  no  installation,  and  could  possibly  be  delivered  through   on-­‐line   portals   or   plug-­‐ins   (e.g.,   Java,   Flash   or   HTML5),   hence   removing   the  need  for  installation  or  customization.    

As  we  will  see  later,  while  many  of  the  solutions  available  for  GBL  or  Mobile-­‐based  are  available   on-­‐line,   several   of   them   do   require   the   installation   of   customized   software,  and  might  in  this  case  not  be  suited  to  the  classroom  environment.  

Q12  CAN  YOU  INSTALL  SOFTWARE  OF  YOUR  CHOICE  ON  THE  COMPUTERS  IF  NEEDED?  

Answer  Options  Response  Percent  

Response  Count  

No,  we  are  not  allowed  to  install  any  software.   36,8%   98  Yes,  we  are  free  to  install  any  necessary  software  we  need.   23,7%   63  Yes,  but  we  have  to  ask  for  permission  to  install  it.   39,5%   105  

answered  question   266  skipped  question   2  

Table  17:  Q12  Can  you  install  software  of  your  choice  on  the  computers  if  needed?  

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The  use  of  ICT  When  asked  about  how  often  they  used  ICT,  most  common  usage  frequencies  included  always  (28%),  up  to  10%  of  the  classes  (21%),  and  up  to  50%  of  the  classes.  These  results  show  that  53%  of  the  respondents  use  ICT  at  least  for  50%  of  their  classes,  which  seems  very  encouraging  for  the  introduction  of  additional  media.    

This  being  said,  the  survey  did  not  indicate  what  type  of  ICT  was  considered.  This  could  refer  to  word  processing  software,   Internet,  or  digital  devices   (e.g.  digital  blackboard).  Again,  an  in-­‐depth  analysis  may  reveal,  based  on  ICT  skills  and  proficiency,  what  type  of  ICT  resources  they  may  be  more  inclined  to  use.  

Table  18:  Q14  How  often  do  you  use  ICT  for  teaching?  

In  terms  of  ICTs  provided  by  their  company,  it  seems  that  most  of  the  traditional  devices  are  availed  of  significantly,  such  as  stationary  PC  (67%),   laptop  or  net-­‐book  (64%),  and  digital   blackboards   (35.8%).   Interestingly,   while   the   digital   blackboards   are   the   third  most  available  devices  for  these  trainers,  very  few  seem  proficient  at  using  it.      

Q15  FROM  A  TECHNICAL  POINT  OF  VIEW,  DOES  YOUR  ORGANIZATION  PROVIDE  TECHNOLOGY  FOR  TEACHING?  Answer  Options   Response  Percent   Response  Count  

Tablet  (iPad  or  Android  devices)   13,6%   36  Smartphone   7,2%   19  Stationary  PC   66,8%   177  Digital  Blackboard   35,8%   95  Laptop  or  Netbook   63,8%   169  Projector   9,1%   24  Other  (Please  specify)   5,7%   15  

answered  question   265  skipped  question   3  

Table  19:  Q15  From  a  technical  point  of  view,  does  your  organization  provide  technology  for  teaching?  

Q14  HOW  OFTEN  DO  YOU  USE  ICT  FOR  TEACHING?  E.G.  COMPUTERS  OR  MOBILE  DEVICES  

Answer  Options   Response  Percent   Response  Count  

Never   3,7%   10  Up  to  10%  of  the  course  time   21,0%   56  Up  to  25%  of  the  course  time   13,5%   36  Up  to  50  %  of  the  course  time   18,0%   48  Up  to  75  %  of  the  course  time   15,7%   42  Always   28,1%   75  

answered  question   267  skipped  question   11  

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This   shows  either  a  need   for   further   training  on   these  devices,  or   the   lack  of   relevant  applications   or   software   that   fit   the   format   of   the   classroom.   This   lack   of  representativeness  may  also  be  due  to  the  restricted  time  available  for  each  class,  which  may,  to  some  extent,  prevent  the  use  of  approaches  that  are  less  structured  and  more  student-­‐centred  (with  the  added  benefits  of  interaction,  but  the  need  for  more  time  to  setup).    

Again,   additional   interviews   would   be   interesting   to   determine   the   marginal   use   of  these  devices.  A  breakdown  by  age  could  also  indicate  an  increasing  use  (although  still  low  overall).  In  addition,  mobile  devices  such  as  tablets  and  mobile  phones  seem  to  be  significantly   less   available   in   these   companies   (14%   and   7%   respectively).   For   the  former,  the  relative  fragility  of  the  device  coupled  to  increased  thefts  threats  (due  to  its  pervasiveness)  may  explain  the  low  adoption  of  these  devices.    

As   demonstrated   in   the   previous   sections,   instructors   may   require   many   of   these  devices;  however,  if  they  do  not  feel  proficient  with  them  in  the  first  place,  they  may  not  be  willing  to  order  additional  devices  of  this  type.  

The   solution   here  may   be   training   imposed   by   the  management   to   ensure   that   they  become  familiar  with  the  devices.   In  other  words,   if  being  able  to  use  these  devices   is  not  perceived  as  compulsory,  little  or  no  increase  will  be  noted  in  use;  this  change  may  be  lead  by  the  management  (top-­‐down)  rather  than  by  teachers  (bottom-­‐up  approach).    

In  addition,  smartphones  are  merely  available  in  these  companies  (7.2%),  due  to  similar  reasons,  but  also  possibly  because  they  are  more  considered  as  a  personal/recreational  item  rather  than  an  educational  medium.  

Their   size  may   also   be   perceived   as   disadvantage,   in   terms   of   usability,   especially   for  staff  that  may  have  significantly  high  occurrences  of  lessened  visual  acuity  (compared  to  other  age  groups),  or  for  tasks  that  require  the  use  of  gloves  or  other  equipment,  which  would   restrict   the   accuracy   of   the   touch   features   (small   icons).   Additional   interviews  would  be  informative  in  this  regard.  

   

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The  use  of  GBL  When  asked  whether   they  have  already  used  GBL,   only   27%  confirmed   that   they  had  done  so.    

Figure  23:  Q18  Have  you  ever  used  digital  games  for  teaching?  

This   result   is   in   line  with   previous   studies,  which   typically   show  25%   adoption   of   this  medium   for   teachers   in  primary,   secondary   schools,   and   third   level  education.  Almost  60%  of  the  respondents  indicated  that  they  would  like  to  do  so,  which  may  indicate  that  they  need  more  resources  (i.e.,  time,  training,  or  SW).  

 

Q19  YOU  HAVE  NEVER  USED  EDUCATIONAL  GAMES  FOR  TEACHING.  WHICH  OF  THE  FOLLOWING  STATEMENTS  APPLY  TO  YOUR  SITUATION?  

Answer  Options   Response  Percent  

Response  Count  

The  school/organization  I´m  teaching  offers  no  technical  equipment.   23,1%   45  There  are  no  guidelines  on  how  to  use  games  for  teaching.   34,9%   68  I  do  not  know  any  game  to  teach  (for  my  topic).   55,4%   108  I  have  no  time  for  the  use  educational  games  for  teaching.   8,2%   16  We  have  no  financial  support  to  buy  the  license(s).   13,8%   27  I  think  my  students  do  not  want  to  use  games  in  classes.   5,1%   10  I  never  thought  of  using  games   0,5%   1  Other  (Please  specify)   6,2%   12  

answered  question   195  skipped  question   73  

Table  20:  You  have  never  used  educational  games  for  teaching.  Which  of  the  following  statements  apply  to  your  situation?  

8,5%  

58,9%  

5,4%  

27,1%  

I  have  no  wme  to  consider  the  use  of  educawonal  games.  

I  have  never  used  digital  games  for  teaching  but  I  would  like  to  do  so.  

I  have  never  used  digital  games  for  teaching  but  I  am  planning  to  do  so.  

I  have  already  used  educawonal  games  for  teaching.  

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The   answers   to   the   next   question   show   that   the   reasons   for   this   low   adoptions   are  usually  linked  to  a  lack  of  knowledge  as  to  what  software  could  be  used  to  illustrate  or  support   their   topic   (54%),   the   lack   of   guidelines   on   this   topic   (35%),   lack   of   technical  equipment  (23%),  or  the  lack  of  financial  support  (14%).  

For   those  who  have  used   games   for   teaching,   the   games  employed  were  usually   free  (63%);  however,  very  few  of  these  games  were  offered  by  their  company  (27%)  or  used  to  cover  the  curriculum  (10%).    

Figure  24:  Q21  You  have  already  used  educational  games  for  learning.  Which  of  the  following  statements  reflects  your  experience  with  digital  games?  

The  fact  that  almost  a  third  of  the  games  used  were  provided  by  their  company  seems  very  encouraging,  and  may  tend  to  suggest  that  in  this  case,  that  corporal  culture  may  be  an   influential   factor.   In   the   latter   case,   the   low  number  of   games   that  are  used   to  cover  the  curriculum  ties  in  with  the  result  of  this  survey  that  indicate  a  difficulty  to  find  games   and   that   many   teachers   find   it   difficult   to   identify   games   that   cover   the  curriculum.  

In  this  case,  it  may  be  that  they  could  be  used  as  a  point  of  discussion,  to  introduce  the  topic,  or   to   illustrate  some  basic/general   concepts.  Without  delving   into   the  details  of  the  curriculum.  Subsequent  sections  of  the  survey  show  that  those  who  are  using  games  for   teaching,   tend   to   do   so   through   PCs   (78%;   probably   it   is   the   mostly   available  devices),  on-­‐line  game  (46%),  and  tablets.    

Again,  this  makes  sense,  since  trainers  are  usually  using  the  hardware  they  available  at  their  training  centre.  This  also  shows  that  trainers  do  not  tend  to  consider  alternatives  to   hardware   provided   by   their   companies,   including   their   students   owned   mobile  devices;  Many  apps  are  available   for   free  on  both  Android  and   iTunes,  many  of   them  with  educational  benefits  or  purpose  in  mind.  In  fact,  only  82%  of  those  using  games  do  so  through  mobile  games.    

63,2%  10,3%  

26,5%   The  games  I  use  were  freely  available.  

The  games  I  use  cover  the  curriculum.  

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Figure  25:  Types  of  games  used  (Q27)  and  reasons  (Q28)  why  teachers  have  used  mobile  games  for  learning  (Q26)  

 

The  genres   the  most  used/represented  being   location-­‐based   (30%),  augmented  reality  (30%   of   respondents),   and   collaborative   (30%).   While   the   first   two   results   seems  surprising,   provided   that   such   features   are   provided   essentially   through   mobile  technologies,   and   that   the   main   technology   employed   are   PCs;   however,   it   is   not  surprising  to  see  a  collaborative  use  of  these  games  across  30%  of  those  who  use  games.  

For   those   who   used   video   games,   most   of   them   perceived   significant   impact   on  students'  motivation  and  achievement  (51%  and  54%  respectively).  

   

Loca]on-­‐based  

Augmented  reality  

Immersive  Ubiquitous  /  pervasive  

Collabora]ve  

Role-­‐based  

Mixed-­‐reality  

Q  27  Which  of  the  following  terms  characterize  the  game(s)  you  used?  

30,0%  

20,0%  

50,0%  

Q28  Why  do  or  did  you  use  mobile  games  for  learning?  

High  mowvawonal  potenwal  Increase  of  knowledge  gain  Both,  mowvawonal  aspects  and  knowledge  gain  The  devices  are  available  anyway  

Yes;  17,6%  

No,  82,4%  

Q26  Have  you  ever  used  mobile  games  for  learning?  

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While  it  would  be  expected  that  these  games  be  used  for  both  motivation  and  learning,  their  use  is  usually  motivated  by  both  knowledge  and  motivation  (50%),  just  motivation  (30%)  or  just  knowledge  gain  (20%).  This  shows  that  instructors  understand  the  benefits  of  motivation  for  learning,  and  that  they  seem  confident  that  the  game  can  provide  at  least   motivation.   Mobile   learning   games   seem   to   be   used   essentially   for   health   and  safety  and  technology  (although  this  question  ought  to  be  more  precise).  

Challenges  faced  by  instructors  The   biggest   challenges   faced   by   instructors  were   to   find   a   suitable   game   (70%  of   the  respondents)  and   the  absence  of  peer   support,  whereas  very   few  of   these   instructors  considered  the  access  to  guidelines  to  be  a  major  obstacle.    

For   these   teachers,   technological   issues   are   not   a   deterrent,   probably   because,   as  demonstrated  by  research  outputs,   these  teachers  might   just  be  naturally  curious  and  self-­‐starters  when  it  comes  to  become  familiar  with  technology.  

Such  trainers  embrace  technology  and  change;  however,  the  issue  lies  in  the  content  of  the   game  and   its   suitability   to   illustrate   in-­‐depth   topics.   The   absence  of   peer   support  may   indicate   that   they   use   GBL   in   isolation   and   that   very   few   other   colleagues   have  embraced  this  approach,  probably  because  these  teachers  are  ahead  of  their  time  and  it  may  take  some  time  for  their  peers  to  follow;  this  confirms  their  status  of  Mavericks.    

There  is  much  to  be  learned  from  this,  notably  that  the  creation  of  on-­‐line  communities  to  support  them,  would  help  them  to  'spread  the  word'  and  to  remain  motivated  to  use  this  medium.  

Q22  WHAT  KIND  OF  CHALLENGES  DID  YOU  FACE  WHEN  USING  GAMES  FOR  TEACHING?  

Answer  Options   Response  Percent   Response  Count  

It  was  difficult  to  find  suitable  games  for  teaching.   70,0%   42  To  my  knowledge,  there  are  no  guidelines  on  how  to  use  games  for  teaching.   16,7%   10  

I  have  looked  for  resources  on  how  to  use  games  but  found  nothing  suitable.   6,7%   4  

The  tools  I  found  are  pretty  expensive.   10,0%   6  There  was  little  or  no  technical  support.   11,7%   7  There  was  little  or  no  peer  support.   20,0%   12  The  game  did  not  run  smoothly  on  the  devices  used.   8,3%   5  It  was  difficult  to  install  the  game.   8,3%   5  It  was  difficult  to  handle  and  manage  the  game.   10,0%   6  It  was  difficult  to  see  an  educational  benefit.   6,7%   4  

answered  question   60  skipped  question   208  

Table  21:  Q22:  What  kind  of  challenges  did  you  face  when  using  games  for  teaching?  

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Opportunities  and  optimal  environments  The  next  portion  of  the  survey  sought  to  understand  what  would  constitute  the  optimal  conditions  for  the  deployment  and  use  of  GBL  and  mobile  technologies.  The  majority  of  the   respondents   (49%)   thought   that   the  absence  of   installation  would  help   the  use  of  games   in   the   classroom;   they   also   agree   that   if   software   needs   to   be   installed,   their  company  should  do  it  (39%)  or  they  should  be  able  to  install  it  themselves  (31%).    

 

Figure  26:  Q31  Requirements  of  installation  that  a  game  should  meet  

This  being  said,  very  few  think  that  the  games  should  be  installed  by  the  students.  These  two   comments   tie   in   with   the   previous   questions,   as   very   few   instructors   can   install  software   themselves,   so   either   solution   (no   installation   or   installation   by   company)  would  palliate  this   lack  of   installation  privileges/permissions.  The  fact  that  they  do  not  think  that  students  should  install  software  could  be  greatly  due  to  a  perceived  security  threat;  although,  this  view  may  not  be  applicable  to  mobile  devices  that  belong  to  the  students.    

This  may  mirror  a  narrow  view  of  education,   limited   to  devices  own  by   the  company,  rather   than   approaches   that   leverage   students   owned   digital   devices.   Again,   this   ties  with  trainers'  proficiency  or  use  of  mobile  devices  (tablets),  which  was  evaluated  as  low  in  the  previous  questions.        

While  these  results  reflect  their  proficiency,  further  analysis  needs  to  be  carried  out  to  see  to  what  extent  this  perceived  proficiency  impacts  on  their  adoption  and  use  of  new  technologies.  A  correlation  analysis  could  perform  for  this  purpose  (see  next  sections).  

not  require  installawon.  

be  installed  by  the  inswtuwon.  

be  installed  by  the  students.  

be  installed  by  the  teacher.  

Series1   49,3%   38,8%   6,0%   31,3%  

0,0%  

10,0%  

20,0%  

30,0%  

40,0%  

50,0%  

60,0%  

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For  trainers  who  used  video  games,  the  games  used  were  essentially  free  versions  (for  63%  of  the  respondents  who  had  used  them).  

The   survey   also   tends   to   indicate   that   instructors   believe   that   games,  when   included  into   teaching   practices,   can   improve   students’   attendance,   and   that  more   instructors  should   use   this   medium,   as   it   may   well   increase   motor   skills   (46%),   ICT   skills   (49%)  spatial   awareness   (46%),   collaborative   skills   (40%),   but   more   importantly   logical   and  problem  solving  skills  (54%).  

Finally,   when   asked   about   the   ideal   class   size   for   the   use   of   technology-­‐enhanced  teaching,  most  instructors  agreed  that  6-­‐10  learners  would  be  optimal.  This  question,  of  course,  would  benefit  a  breakdown  by  proficiency  as  it  can  be  assumed  that  those  with  lower  proficiency  may  feel  overwhelmed  by  the  demands  of  the  students  or  may  not  be  able   to   leverage   all   the   tools   that   could   improve   their   efficiency   when   monitoring  students  (e.g.,  on-­‐line  reports,  real-­‐time  skills  monitoring).  

 Figure  27:  Q31:  When  you  use  technology/digital  media  during  your  classes,  in  your  opinion:  What  should  

be  the  maximum  class  size?  

   

0,0%  

10,0%  

20,0%  

30,0%  

40,0%  

50,0%  

60,0%  

Up  to  5  learners   6-­‐10  learners   11-­‐15  learners   16-­‐20  learners   More  than  20  learners  

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4.5.  Conclusion  regarding  technical  aspects  This   study   is   essentially   confirmatory   in   the   sense   that  most  of   the  data  and  analyses  presented   confirm   similar   studies   recently   published   in   this   field.  However,  while   this  study   presented   similarities   with   previous   GBL   reports,   it   also   introduces   several  novelties  and  insights  in  this  domain.    

First,   very   few   studies   have   looked   into   GBL,   and  mobile-­‐based   applications   for   VEC.  While   ICT   is  becoming   increasingly  popular   in   this   field,   these   two  aspects  are  seldom  represented  in  this  research  field;  In  addition,  while  most  studies  focus  on  either  GBL  or  mobile  application,  the  data  presented  in  this  report  considers  GBL-­‐mobile  application,  a  possible  niche  area,  with   its  specificities  and  differences  compared  to  most  commonly  used  ICT  methods/approaches.  

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5.  Pedagogical  Integration  ECAP  Research  &  Development,  Lugano,  Switzerland  

5.1.  Background  In   the   nowadays   never   ending   evaluative   settings   in   the   training   and   education   it’s  important  to  find  common  paths  in  order  to  link  each  qualification  process  to  a  concept  of  usability  of  the  outcome.  The  Learning  outcome,  to  be  usable,  has  to  be  coherent  to  parameters,  to  a  qualitative  benchmark  able  to  embed  knowledge  with  competence.  To  achieve  this  aim  is  essential  to  be  aware  of  the  highly  particular  nature  of  the  learning  process,   which   obliges   us   to   overcome   the   trainer/trainee   (or   producer/client)  dichotomy  in  delineating  the  conditions  for  success,  which  in  turn  determine  the  quality  of  training  (5).  

It   is   important   to   refer   to   the   various   implications   of   the   action   launched   and   the  contradictions   that   are   often   difficult   to   solve   and   which   derive   from   a   need   to  pragmatically   combine   the   two   dimensions   previously   mentioned   (including   the  economic  and  political  feasibility  of  any  training  action).  

Le  Boterf  in  his  work  of  1998  refines  some  key  concepts:  

ü Each  evaluation  must   start   from   the   concept  of   “utility”  of   the   training  action   and  place  it  as  basis  of  the  efficacy  measurement  of  the  same.  There  isn’t,  in  training,  an  abstract  utility,  but  rather  a  “possible”  efficacy,  pursued  and  verified  in  relation  to  a  system  of  complex  interactions,  internal  and  external,  which  the  participants,  as  well  as  the  organisers  and  collaborators  of  the  project,  must  address  on  a  daily  basis;  

ü The  various  objectives  of  training,  regardless  of  whether  they  refer  to  “institutional”  interests  or   individual   expectations  of   the  participants,   cannot  be  achieved  except  through   the   full   involvement   and   commitment   of   the   persons   participating   in   the  training   structure;  motivation   and   commitment   represent   therefore   key   indicators  for  the  success  or  failure  of  the  training  intervention;  

ü To   evaluate   the   goal   of   professionalization   of   the   persons   participating,   with  reference  to  the  labour  market  sector  or  those  profiles  considered  functional  for  the  construction   of   individual   professionalization   projects   (adult   trainer),   is   essential  that  the  acquisition  of  competences  matured  through  training  can  be  translated  into  practice;  a  full  evaluation  can  be  carried  out  in  this  sense  only  by  means  of  repeated  verifications,  subsequent  to  the  conclusion  of  the  training  course;  

ü The   professionalization   course   must   exploit   consolidated   growth   and   experience  accumulation  modalities   practiced  by   subjects  undergoing   training.   This   implies,   in  this  case,  the  adhesion,  formal  or  informal  but  aware,  of  participants  to  a  balanced  “contract”   where   the   various   interests   of   actors   and   institutions   involved   are  explicitly  recognised.  

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5.2.  Analysis  of  results  according  to  EQF  demands  Mobile  devices  and  digital  games  have  potential  to  foster  the   link  with  EQF  (European  Qualification   Framework)   and   to   structure   professional   profiles   both   on   sectorial   and  inter-­‐sectorial  levels.  The  main  target  group  that  also  from  the  MoGaBa  VET  raised  from  the   survey   are,   shortly   resuming:   a)   learners   difficult   to   reach;   b)   people   not   in  education,   employment   (or   training   sometimes);   c)   practitioners   and   learners   seeking  educational  support  for  the  acquisition  of  knowledge.    

From   these   three   categories   emerged   in  MoGaBa  VET,  we   can   assume   that   since   the  EQF   is   designed   to   be   a   comprehensive   framework   encompassing   all   sub-­‐systems   of  education  and  training  (general  and  adult  education,  vocational  education  and  training  as   well   as   higher   education),   it   implies   a   concrete   possibility   of   connection   also   for  teacher/trainers  and  apprentices  involved,  in  order  to  be  able  to  implement  the  use  of  mobile  devices  and  digital  games  as  European  valuable  tools  able  to  be  integrated  in  the  recognized  qualifications.    

The  main   structure   of   the   EQF   is   defined   by   eight   levels   covering   the   entire   span   of  qualifications   from   those   achieved   at   the   end   of   compulsory   education   to   those  awarded  at  the  highest  level  of  academic  and  professional  or  vocational  education  and  training.  These  eight  levels  are  described  in  terms  of  the  above  mentioned  LO,  defined  as  what  an  individual  is  expected  to  know,  understand  and/or  are  able  to  do  at  the  end  of   a   learning   process.   Each   level   differentiates   between   knowledge,   skills   and  competence   (understood  as  autonomy  and   responsibility).   This  makes   it  possible,   and  very  correspondent  also   for  a  LO  deriving   from  mobile  devices  and  digital  games  APL-­‐Bud,  to  define  the  level  of  a  qualification  according  to  its  content,  not  to  its  institutional  belonging.    

This  is  exemplified  by  vocational  qualifications,  which  traditionally  have  been  placed  at  a  lower   level   than   academic   qualifications.   The   acceptance   of   the   EQF   may   lead   to   a  situation  where  academic  bachelors  and  master  craftsmen  are  being  placed  at  the  same  level,  the  first  emphasising  high-­‐level  theoretical  knowledge,  and  the  second  high-­‐level  practical  skills.  

The  EQF  thus  breaks  with  the  traditional  approach  where  certificates  and  diploma  are  compared  (and  valued)  according  to  the  duration  of  the  education  and  training  process  and  the  location  of  the  awarding  institution.  This  shift  to  LOs  should  thus  gives  priority  to   the   content   and   profile   of   activities   and   competences   referred   to   certificates   and  diploma,  reducing  the  weight  given  to  the  duration  and  location  of  the  learning  process,  and  valorising  also  learning  tools  like  mobile  devices  and  digital  games.  In  line  with  the  above,  the  EQF  also  underlines  the  need  to  develop  arrangements  for  the  validation  of  non-­‐formal  and  informal  learning.  The  LO  approach  is  seen  as  a  precondition  for  this  and  further  emphasises  the  need  to   focus  on  the  actual  knowledge,  skills  and  competence  held  by  individuals.  

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5.3.  Challenges  with  the  target  group  If   we   want   to   link   the   IT   proficiency   and   the   basic   determining   factors   in   term   of  curriculum  conditions  and  specific  conditions  of  compatibility  with  EQF,  is  necessary  to  start   underscoring   that   the   field   survey   evidences   as   main   target   groups:   a)   learners  difficult   to   reach;  b)  people  not   in  education,  employment   (or   training   sometimes);   c)  educational  support  for  the  acquisition  of  knowledge.    

Connecting   these  evidences  with   the   resulted  main   topics  and   the   corresponding  EQF  possible   target  of  usability   is  possible   to   select   some  precise  areas  where   to   focus  on  this  matching   in   term   of   proficient   usability   of   GBL   in   training   activities.   Professional  profiles’  areas  in  terms  of  matching  with  EQF  level  are:  

• Building  area:  levels  2,  3  in  particular,  4,  and  (5)  less  possibilities  of  use.  Used  mainly  for  qualified  workforce  (machines  operators,  etc.)  in  order  to  joint  practical  learning  and  simulation  of  workplace;  

• Social:   levels   2   in   particular,   3,   4,   (5)   less   possibilities   of   use.   Used   mainly   for  occupation  (job  application)  and  orientation/counselling  in  term  both  of  simulation  of  job  searching  context  and  as  tool  for  counselling  as  situational  simulation;  

• Health  and  safety:  levels  2,  3  in  particular,  and  4  in  particular,  (5)  less  possibilities  of  use.  Used  mainly  for  simulations,  increase  awareness  and  could  merge  simulation  of  workplace  situation  and  good  practice  application  for  learners;  

• Computing/ICT:  levels  1   in  particular,  2   in  particular,  3,  4   in  particular,  5.  Used  for  first  ICT  literacy  on  lower  levels  or  to  focus/strengthen  knowledge  in  higher  level.  

This  discourse  on  main  areas  of  application  of  GBL  and  EQF  encompasses,  as  well  in  the  field   survey,   some   challenges,   on   the   teacher/trainer’s   side   in   connection   with   the  apprentices/trainee’s   side.   In   other   terms,   the   survey   evidences   some   challenges   in  term  of  overcoming  difficulties  in  using  GBL,  but  considering  the  previous  observations,  seems  helpful  to  create  a  functional  connection  between  the  challenges  belonging  more  to  the  teacher/trainers  and  their  relapse  on  apprentices/trainees.    

Table  22  shows  how  challenges  can  be  absorbed  from  the  two  different  targets  in  terms  of  possible  support  of  GBL  adoption  in  tackling  the  challenges  and  the  effects  that  this  could   have   from   teacher/trainer   and   trainees/apprentices   sides.   Of   course   the   EQF  levels  are  the  ones  that  were  pointed  out  above  since  the  affected  areas  are  the  same.  

 

   

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Teacher/trainer   Apprentices/trainees  

To  achieve  a  homogeneous  class.   To  get  students  interested/motivated.  

To  end  up  with  barriers  of  the  educational  system.   Achieve  expected  knowledge.  

Lack  of  specific  knowledge  needed  to  follow  the  class.  To  teach  different  profiles.  

Literacy.  

Ensure  the  training  of  all  students.  Need  to  adapt  material/tools  to  the  level  of  knowledge  of  the  students.  

Behavioural  challenges  at  class.  

Transfer  culture/values  with  the  teaching.  I  would  like  the  student  to  grow  professionally/find  a  job.  Low  self  esteem  of  students.  

To  meet  the  requirements  of  the  curriculum.   Integrate  theory  with  practice/work.  

Table  22:  Challenges  with  the  target  group  connecting  teacher/trainers  and  apprentices/  trainees.  

 

5.4.  Conclusions  regarding  pedagogical  integration    Results  demonstrate  that  aligning  games  with  curricula  is  an  emerging  issue  in  adopting  games   into   the   classroom.   The  motivational   potential   of   digital   games   that  meet   the  younger   generation’s   needs   (cf.   Egenfeld-­‐Nielsen,   2007,   Ritterfeld,   &   Cody,   2009,  Ulicsak,   2010),   and   ideally   support   learners   difficult   to   reach   (Douch,   Attewell   &  Dawson,   2010),   obviously   has   no   impact   on   the   actual   use   for   practical   work.   Time  restrictions,  the  perceived  non-­‐existence  of  information  on  existing  games  together  with  the   fact   that   educational   experts   assess   the   fit   of   serious   games   to   the   curriculum  as  unconvincing,   might   further   add   to   this.   The   difficult   relationship   between   serious  games  and  the  curriculum  is  confirmed  by  other  studies.  Baek  (2008)  in  his  attempt  to  identify   factors   that   inhibit   teachers’   use   of   games   in   the   classroom   setting   identified  Inflexibility  of  the  curriculum  as  the  strongest  factor.  

The  Integrated  learning  concept  by  Dillenbourg  &  Jermann  (2007)  offers  approaches  for  the   use   and   the   embedding   of   pervasive   technologies,   i.e.   digital   devices   and   digital  games,   in   the   learning   process.   It   emphasises   a   systemic   and   particularly   workplace  related  approach  and  points  out   the   importance  of   setting  up  a   learning  process   that  allows   for   technologies,  media   and   digital   games   as   central  means   in   the   pursue   and  substantiation   of   the   Learning   Outcome   (LO),   which   is   defined   as   the   result   of   the  training  process,  i.e.  the  ultimate  and  measurable  ring  in  the  chain  of  training  processes.    

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On  the  one  hand,  means  used  in  the  learning  process  have  to  be  tools  for  the  learner  to  secure  knowledge  and  to  start  the  reflective  process  (Jarvis,  2009),  one  the  other  hand,  tools  which   are   co-­‐built   by   the   learner   have   to   be   valuable   also   for   other   users,   in   a  systemic   way,   with   an   inherent   feature   of   usability   and   exploitation   of   results   and  products  also  towards  other  learners  and/or  users.  

In   this   Integrated   learning   concept   context,   the  use  of   technologies   and  digital   games  are  useful  for  connecting  VET  locations  and  not  only  for  delivering  and  storing  learning  materials,  but  to  create  and  support  learning  activities  which:  a)  are  built  around  social  interaction,   involving  apprentices  at   individual,   group  or   class   level;  b)  are  constituted  considering   the   learning   potentialities   of   technologies   and   not   mainly   their   technical  characteristics;  c)  foresee  multiple  modes  of  interaction,  both  in  presence  and  distance,  both  with  and  without  computers;  d)  produce  digital  objects,  that  can  be  used  and  re-­‐used,   in   order   to   structure   new   learning   activities   (Motta,   Boldrini  &   Cattaneo,   2012:  250).  

For  complying  with  the  mentioned  features,  technologies  and  digital  games  have  to  be  embedded   in   a   training   course   in   a   proper   way   from   the   initial   course   drawing,   in   a  frame  to  build  pedagogical  scenarios  with  starting  point  and  objective  (LOs)  and  with  a  transversal   character   of   the   professional   context,   because   the   aim   is   to   develop  knowledge  resources  able  to  be  put   into  action  during  professional  practice   in  a  more  aware  way   than  when   they  were   caught   at   the   beginning   of   the   process.   This   frame  could  help   to  ensure   the   integrative  aspect,  avoiding   that   the  use  of   technologies  and  digital  games  produce  only  spotted  (though  positive)  results.  

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6.  Funding  Scenarios/Outlook  Bildungszentren  des  Baugewerbes  BZB,  Krefeld,  Germany  

As  this  project  mainly  deals  with  the  vocational  education  and  training  (VET)  in  the  pilot  sector   “construction”,   the   focus   will   be   on   LifeLongLearning   and   the   EU-­‐funding   by  “ERASMUS+”.  ERASMUS+  will  run  from  2014  until  2020  and  offers  several  sub-­‐programs,  i.e.  sections.  Hence,  the  topic  or  the  target  groups  define  the  selection  of  an  appropriate  funding   sub-­‐program   for   innovative   and   future   leading   studies,   cooperation   and  developments.  ERASMUS+  provides  with  funding  scenarios  in  general  school  contexts,  in  vocational  education  and  training  contexts  as  well  as  in  contexts  dealing  with  youth  and  sports.  

More   complex   funding   scenarios   will   be   provided   in   the   “Horizon   2020”   and   in   the  “Intelligent  Energy  Europe”  programs.  The  first  one  puts  forward  cooperation  between  universities   and   enterprises,   whereas   the   latter   one   stresses   the   focal   use   of   digital  media  applications  in  the  field  of  developments  in  Energy  Efficiency  (e.g.),  which  is  one  of  the  major  fields  in  European  economic  policy  affairs.  

Regularly   these   funding   has   only   yearly   opportunities   for   applications.   All   consortia  require  a  minimum  number  of  international  partners.  The  yearly  funding  has  a  ceiling  of  150,000   €   in   ERASMUS+   for   instance.   A   work   program   has   be   relate   to   an   adequate  work   program   and   thus   to   appropriate   results   and   impact.   Testing   procedures   and  evaluation  strategies  are  always  a  proper  instrument  and  well  regarded  in  public.  

To   respond   to   these   funding   opportunities   the   Conference   on   Project   Development  (CPD)   has   been   funded   in   2008   by   BZB   Krefeld.   It   incorporates   frequently   around   12  international  partner  organizations  from  at  least  6-­‐8  countries  in  order  to  channel  VET-­‐market   requirements   in   future   leading   project   initiatives,   which   normally   do   not   find  investments  on  market  level.  Hence,  the  developments  for  a  more  intense  use  of  digital  media   in   the   VET   of   the   construction   sector   (among   others)   are   organized   in   a   well-­‐balanced  and  structured  pattern  and  do  mostly  not  happen  on  sudden  occasions.  CPD  meets  twice  annually  always  in  partners´  organizations.  

The  advantage  of  CPD  is  the  closeness  to  the  VET-­‐market,  since  all  CPD-­‐“members”  are  operating  directly  with  companies  and  workers,  who  both  are  their  clients.  This  gives  a  very  concrete  background  and   leaves   the  opportunity   to  make  use  of  practical   testing  scenarios.   CPD   is   also   a   platform   for   sustainable   dissemination   and   exploitation   of  already  realized  results,  processes  and  products.  The  partners  intensively  exchange  their  ideas   and   achievements   in   order   to   further   develop   innovation   based   on   the   prior  results  combined  with  their  market  experience.    

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7.  Recommendations  

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7.  Recommendations  MoGaBa  VET  united  a  wide  range  of  experts,  focusing  on  diverse  aspects  in  the  field  of  vocational  education  and  training.  As  a  result,  they  have  the  following  recommendations:    

RESULTS  OF  THE  SURVEY   RECOMMENDATIONS  

Trainers   are   positive   about   the  potential   of   GBL   and   most   of   trainers  (80.85)   would   like   to   use   games   for  their   teaching   even   though   they   have  never  used  GBL  before.  

The   older   the   trainers,   the   less   they  believe  in  the  benefits  offered  by  GBL.  

Foster   understanding:   Trainers   need   to  acknowledge   that   GBL   can   enhance   students’  motivation   to   learn  and   to  actively  engage   them  in  the  learning  process.    

Provide  sound  examples:  Games  need  to  have  a  good   learning   design,   based   on   learning  outcomes  and   learning  objectives,   and  meet   the  requirements  of  the  curriculum  

Support   change:   Game-­‐based   learning   requires  new   settings   for   teaching   and   learning,   e.g.  different   learning   framework,   in   order   to   be  effective.  

Learn   from   each   other:   The   “digital   divide”  between  trainers  and  trainees  is  a  given  fact  that  provides  opportunity  to  exchange  knowledge  and  to  open  up  new  perspectives.  

In  order   to  accomplish   this,   strategies   should  be  developed  that:  

-­‐ Encourage   teachers   to   embrace   games   and  new  teaching/learning  methods.  

-­‐ Change  the  attitudinal  environment  amongst  teachers   (their   general   non-­‐acceptance   of  games  as  a  learning  activity)  

-­‐ Ensure   ownership   of   resources   (teachers  want  to  use  their  own  resources).  

 

Enable   individual   learning:   Game-­‐based   offers  chance   to   provide   individual   and   adaptive  learning   material   that   ideally   supports   the  transfer  of  practical  knowledge  into  practice  (e.g.  the  use  of  simulations).  

Trainers   with   11   to   15   years   of  experience   generally   demonstrate   the  highest   level   of   agreement   on   the  positive  effects  of  GBL    

In   contrast   with   these   results,  instructors  with  more  than  15  years  of  experience  are  the  most  pessimistic.  

Trainers   of   apprentices   (GE,   CH,   UK)  trust  the  least  in  the  positive  effects  of  GBL.    

In   contrast   with   this,   trainers   of   non-­‐qualified  workforce  (ES)  agree  GBL  can  be  beneficial  for  students.  

The  three  main  challenges  for  teachers  are   Transferring   values;   Overcoming  heterogeneity   of   the   students   in   the  same   classroom   and   Transferring  knowledge.  

Table  23:  Recommendations  related  to  effectiveness  and  efficiency  of  GBL    

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A  total  of  27.13%  of  all  trainers  have  already   used   digital   games   for  teaching.  

Facilitate   information:   As   it   is   difficult   to   find  appropriate  and  valuable  information  on  GBL  offers,  any   source   of   information   should   be  made   publicly  available  and  collected.  

 

Provide   pathway   for   change:   Institutions   that  offer  new  technologies  and  foster  using  them  can  provide  pathway   for   change.  By  offering   (technical)   support  to   use   GBL   they   enable   new   motivating   ways   for  teaching  and  learning.  

Support   using   ICT:   Teaching   ICT   is   important,  teaching  with  ICT  is  effective:  

-­‐ Provide   new   technologies,   such   as   tablets   or  smartphones   as   they   are   the   main   game  platforms.  

-­‐ Use  games  for  learning,  since  most  trainers  have  never  used  games  for  their  own  training.  

 

A   total   of   72.87%   of   trainers   have  never  used  games  for  their  teaching.  

Most  trainers  (70%)  found  it  difficult  to  locate  suitable  games  for  teaching  

A   total   of   63.24%   of   trainers   used  freely   available   games   and   26,47%  they  were  offered  by  their  institution  

Trainers   rarely   play   games   in   their  spare  time.  

A   total   of   82.35%   educational  practitioners  have  never  used  games  for  learning  at  all.  

Most  teachers  are  familiar  with  using  Stationary  PCs  and  Laptops.  

Labs   are   the  main   source   for   access  to   technology.   Most   Labs   provide  Stationary  PCs.  

Most   training   institutions   offer  Stationary   PCs   (66,8%)   and   Laptops  (63.8%).  

 

Table  24:  Recommendations  related  to  the  organizational  requirements  support  structure  

  RESULTS  OF  THE  SURVEY   RECOMMENDATIONS  

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8.  Summary  With  the  survey  the  project  partners  aimed  at  obtaining  statistically  relevant  data  that  offers   valuable   insight   into   VET   educators’   practical   experience   and   practice   in   using  digital  games  for  teaching  and   learning.  Even  though  results  are   inconclusive,  the  data  collected  helped  to  better  understand  the  factors  that   impact  the  use  of  digital  games  within  an  educational  setting,  the  relationship  between  teachers’  competence   in  using  ICT   and   the   habit   of   using   digital   games   for   teaching   and   learning.   Thus,   this   survey  provided   information   in   order   to   break   new   ground   for   VET,   indicating   future  addressees  for  action  support.  

This   study   has   described   existing   (mobile)   game-­‐based   learning   approaches   for   the  building  industry.  It  has  documented  and  evaluated  parameters  and  methodologies  for  implementing   game-­‐based   learning   environments   for   VET,   this   way   providing  argumentative   support   for   the   use   of   GBL-­‐approaches   in   future   vocational   education  and   training   scenarios.   Eventually,   this   project   survey   enabled   statements   as   to  expedient  fields  of  activity  and  funding  opportunities  for  future  project  planning  in  the  field  of  mobile  and  (mobile)  game  based  learning  for  VET.  

This  report   is  essentially  confirmatory   in  the  sense  that  most  of  the  data  and  analyses  presented   confirm   similar   studies   recently   published   in   this   field.  However,  while   this  study   presented   similarities   with   previous   GBL   reports,   it   also   introduces   several  novelties  and  insights  in  this  domain.    

First,   very   few   studies   have   looked   into   GBL,   and  mobile-­‐based   applications   for   VEC.  While   ICT   is  becoming   increasingly  popular   in   this   field,   these   two  aspects  are  seldom  represented  in  this  research  field.  In  addition,  while  most  studies  focus  on  either  GBL  or  mobile  application,  the  data  presented  in  this  report  considers  GBL-­‐mobile  application,  a  possible  niche  area,  with   its  specificities  and  differences  compared  to  most  commonly  used  ICT  methods  and  approaches.    

However,   in  order  to  motivate  teachers  to  use  such  tools  for  teaching,  future  research  needs   to   verify   the   effectiveness   of   mobile   learning   games   and   to   corroborate   their  educational   value.  Otherwise,   the  educational   system  may   run   the   risk  of  disengaging  future  learners  (Klopfer  et  al.,  2009).  

 

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9.  References    

-­‐ Alderfer,   C.P.   (1969).   An   Empirical   Test   of   a   New   Theory   of   Human   Needs.  Organizational  Behavior  and  Human  Performance  4,  142–175.  

-­‐ Baek,  Y.  K.   (2008).  What  Hinders  Teachers   in  Using  Computer  and  Video  Games   in  the   Classroom?   Exploring   Factors   Inhibiting   the   Uptake   of   Computer   and   Video.  CYBERPSYCHOLOGY  &  BEHAVIOR.  Volume  11,  Number  6,  2008  

-­‐ Carstens,   A.   &   Beck,   J   (2010).   Get   Ready   for   the   Gamer   Generation.   TechTrends,  49(3),  22-­‐25.  

-­‐ Deci,   E.   L.   &   Ryan,   R.   M.   (1985b).   Intrinsic   motivation   and   self-­‐determination   in  human  behavior.  New  York:  Plenum.    

-­‐ Demirbilek,   M.,   &   Demirel,   S.     (2010).   Investigating   Attitudes   of   Adult   Educators  towards  Educational  Mobile  Media  and  Games  in  Eight  European  Countries,  Journal  of  Information  Technology  Education.  

-­‐ Dillenbourg,   P.,   &   Jermann,   P.   (2007).   Designing   integrative   scripts.   In   Fischer,   F.,  Mandl,  H.,  Haake,   J.,  &  Kollar,   I.   (Eds.),  Scripting  computer-­‐supported  collaborative  learning   –   Cognitive,   computational   and   educational   perspectives   (pp.   275-­‐301).  New  York,  NY:  Springer.  Doi:  10.1007/978-­‐0-­‐387-­‐36949-­‐5-­‐16.  

-­‐ Douch,   R.   &   Savill-­‐Smith,   C.   (2010).   The  Mobile   Learning   Network:   The   Impact   of  Mobile   Game-­‐Based   Learning.   In:   Proceedings   of   IADIS   International   Conference  Mobile  Learning  2010,  Porto,  Portugal,  189-­‐197.  

-­‐ Douch,  R.,  Attewell,  J.,  &  Dawson,  D.  (2010).  Games  technologies  for  learning.  More  than   just   toys.   https://crm.lsnlearning.org.uk/user/order.aspx?code=090258   on   13  April  2011.  

-­‐ Egenfeldt-­‐Nielsen,   S.   (2007).   Educational  Potential  of  Computer  Games.  New  York:  continuum  books  2007  

-­‐ Jarvis,  P.,  (2009).  Learning  to  be  a  Person  in  Society.  London:  Routledge.  -­‐ Johnson,   L.,   Levine,   A.,   Smith,   R.,   &   Stone,   S.   (2011).   The   2011   Horizon   Report.  

Austin,  Texas:  The  New  Media  Consortium.  -­‐ Ketelhut,  D.  J.,  &  Schifter,  C.  C.  (2011)  Teachers  and  game-­‐based  learning:  Improving  

understanding   of   how   to   increase   efficacy   of   adoption,   Computers   &   Education,  Volume  56,  Issue  2,  pp.  539-­‐546  

-­‐ Klauer,   K.   and   Leutner,   D.   (2007).   Lehren   und   Lernen:   Einfuehrung   in   die  Instruktionspsychologie.  Beltz,  PVU,  Weinheim.    

-­‐ Le   Boterf,   G.   (1998).   De   la   compétence   à   la   navigation   professionnelle.   Ed.   de  l’organisation,  Paris.  

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9.  References  

  66  

-­‐ Liao,  C.C.Y.;  Chen,  Z-­‐H.;  Cheng,  H.N.H.;  Chen;  F-­‐C.  &  Chan;  T-­‐W.  (2011).  My-­‐Mini-­‐Pet:  a  handheld  pet-­‐nurturing  game  to  engage  students   in  arithmetic  practices.   Journal  of  Computer  Assisted  Learning,  27(1),  76-­‐89.    

-­‐ Maslow,   A   (1954).   Motivation   and   personality.   New   York,   NY:   Harper.  ISBN  0060419873.  

-­‐ McClelland,  D.  C.  (1961).  The  achieving  society.  Princeton:  VanNostrand.  -­‐ Motta,   E.,   Boldrini,   E.   &   Cattaneo,   A.   (2012).   Technologies   to   “Bridge   the   gap”  

among   learning   context   in   vocational   training.   Chapter   21   in   Pumilia-­‐Gnarini,   P.,  Favaron,   E.,   Pacetti,   E.,   Bishop,   J.,   &   Guerra,   L.   (Eds.)   Handbook   of   research   on  Didactic  strategies  and  technologies  for  education  incorporating  advancements.  Vol.  I  (pp.  247-­‐265).  Hershey  PA,  USA:  IGI  global.  

-­‐ Petko,   D.   (2008).   Unterrichten   mit   Computerspielen.   Didaktische   Potenziale   und  Ansätze   für   den   gezielten   Einsatz   in   Schule   und   Ausbildung.   MedienPädagogik.  Zeitschrift  für  Theorie  und  Praxis.  

-­‐ Prensky,  M.  (2003).  Digital  game-­‐based  learning.  Computers  in  Entertainment,  1(1),  21.  doi:10.1145/950566.950596  

-­‐ Ritterfeld,   U.,   Cody,   M.,   &   Vorderer,   P.   (2009).   Serious   Games:   Mechanisms   and  Effects.  New  York/London:  Routledge  

-­‐ Schiefele,   U.   and   Schreyer,   I.   (1994).   Intrinsische   Lernmotivation   und   Lernen.   Ein  Überblick  zu  Ergebnissen  der  Forschung  [Intrinsic  motivation  to  learn  and  learning:  A  review  of  recent  research  findings].  Zeitschrift  für  Padagogische  Psychologie,  8(1):1–13.  

-­‐ Ulicsak,  M.  and  Wright,  M.  (2010).  Games  in  Education:  Serious  Games:  A  Futurelab  Literature  Review.  Technical  report,  Futurelab  Series,  Bristol.  

-­‐ Unterfauner,   E.,   Marschalek,   I.,   Fabian,   C.   M.   (2010):   Mobile   Learning   With  Marginalized  Young  People.  Proceedings  of   IADIS   Int’l  Conf.  Mobile  Learning  2010,  Porto,  Portugal,  28-­‐36.    

 

 

 

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10.  List  for  further  reading  

 67  

10.  List  for  further  reading    

Research  Articles  

-­‐ Beck,  A.  C.  A.  J.  (2010).  Get  Ready  for  the  Gamer  Generation.  TechTrends,  49(3),  22–25.  doi:10.1186/1471-­‐213X-­‐10-­‐81  

-­‐ Breuer,  J.  S.,  &  Bente,  G.  (2010).  Why  so  serious?  On  the  relation  of  serious  games  and   learning.  Eludamos.   Journal   for  Computer  Game  Culture,  4(1),  7–24.  Retrieved  from  http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol4no1-­‐2  

-­‐ Charsky,  D.,  &  Ressler,  W.  (2010).  “Games  are  made  for  fun”:  Lessons  on  the  effects  of  concept  maps  in  the  classroom  use  of  computer  games.  Computers  &  Education.  doi:10.1016/j.compedu.2010.10.001  

-­‐ Collins,   A.,   &   Richard   Halverson.   (2009).   Rethinking   education   in   the   age   of  technology:  The  digital   revolution  and  the  schools.  New  York:  Teachers  College,  1–10.   Retrieved   from   http://mit.kku.edu.sa/courses/media-­‐arts-­‐and-­‐sciences/mas-­‐714j-­‐technologies-­‐for-­‐creative-­‐learning-­‐fall-­‐2009/readings/MITMAS_714JF09_read03_coll.pdf  

-­‐ Defreitas,   S.,   &   Oliver,   M.   (2006).   How   can   exploratory   learning   with   games   and  simulations   within   the   curriculum   be   most   effectively   evaluated?   Computers   &  Education,  46(3),  249–264.  doi:10.1016/j.compedu.2005.11.007  

-­‐ Eck,   R.   Van.   (2006).   Digital   Game-­‐Based   Learning:   It’s   Not   Just   the   Digital   Natives  Who  Are  Restless.  Technology,  0–7.  

-­‐ Gros,   B.   (2007).   Digital   games   in   education:   The   design   of   games-­‐based   learning  environments.  Journal  of  Research  on  Technology  in  Education,  40(1),  23–38.    

-­‐ Klopfer,   E.,   Osterweil,   S.,   &   Salen,   K.   (2009).   Moving   learning   games   forward.  Retrieved  from  http://telearn.archives-­‐ouvertes.fr/hal-­‐00593085/  

-­‐ Mitchell,   A.,   &   Savill-­‐Smith,   C.   (2004).   The   use   of   computer   and   video   games   for  learning   A   review   of   the   literature   The   use   of   computer   and   video   games   for  learning.  Development.  

-­‐ Morenoger,  P.,  Burgos,  D.,  Martinezortiz,  I.,  Sierra,  J.,  &  Fernandezmanjon,  B.  (2008).  Educational  game  design  for  online  education.  Computers  in  Human  Behavior,  24(6),  2530–2540.    

-­‐ O’Rourke,   M.,   Custance,   J.,   &   Papasimeon,   T.   (2008).   Developing   a   Vocational  Training   Computer   Game  Workplace   Simulator:   The   Vocational   Game   Project   (pp.  168–176).  Retrieved  from  http://vuir.vu.edu.au/15867/  

   

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  68  

-­‐ Peeters,   M.,   Bosch,   K.   Van   Den,   Meyer,   J.-­‐J.   C.,   &   Neerincx,   M.   A.   (2012).   An  Ontology   for   Integrating   Didactics   into   a   Serious   Training   Game.   In   Pedagogically-­‐driven   Serious   Games   (PDSG   2012).   Retrieved   from   http://ceur-­‐ws.org/Vol-­‐898/pdsg12-­‐proceedings.pdf#page=5  

-­‐ Persson,   N.   (2014).   Serious   Games:   Present   and   Future.   Retrieved   from  http://www.diva-­‐portal.org/smash/record.jsf?pid=diva2:719497  

-­‐ Petrovic,  O.  (2009).  Doing  Justice  to  the  New  Realities.  In  O.  Petrovic  &  M.  (Anglia  R.  U.  Warnes  (Eds.),  Serious  Games  on  the  Move  (pp.  8–10).  Wien.    

-­‐ Prensky,  M.  (2003).  Digital  game-­‐based  learning.  Computers  in  Entertainment,  1(1),  21.  doi:10.1145/950566.950596  

-­‐ Ulicsak,  M.,   &   Ben  Williamson   (Futurelab).   (2010).   Computer   games   and   learning.  Retrieved   from  http://admin.futurelab.org.uk/resources/documents/discussion_papers/Computer_Games_and_Learning_discpaper.pdf  

 

 

Links:  

-­‐ Perspectives  of  playing  a  game    http://www.pilnetwork.com/HotTopics/gamesbasedlearning/benefitsofgamesbasedlearning)    

-­‐ http://www.learningsolutionsmag.com/articles/1337/gamification-­‐game-­‐based-­‐learning-­‐serious-­‐games-­‐any-­‐difference    

-­‐ http://www.escapistmagazine.com/news/view/110837-­‐New-­‐Demographics-­‐Show-­‐Gamers-­‐Are-­‐Getting-­‐Older    

-­‐ http://elearningindustry.com/mobile-­‐games-­‐for-­‐adult-­‐learning-­‐what-­‐is-­‐the-­‐appeal    -­‐ http://scopeo.usal.es/wp-­‐content/uploads/2013/04/scopeom004.pdf    

 

 

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11.  Short  Bio  of  Experts  

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11.  Short  Bio  of  Experts    

EXPERT  NAME   BACKGROUND   PROFESSIONAL  LINKS  

Bertelmann-­‐Angenendt,  Frank  

Political  Economist,  Senior  Project  Manager,  University  Diploma  in  International  Economics  

[email protected]    

Bignami,  Filippo   Senior  researcher.  Political  scientist,  PhD  in  political  and  social  sciences.    

Filippo.Bignami@iuffp-­‐svizzera.ch  

Boskovic,  Boris   Research  assistant.  Bachelor's  degree  (BA)  in  social  sciences  and  Slavic  studies.  

[email protected]  

Felicia,  Patrick   Lecturer,  course  leader  and  researcher  at  Waterford  Institute  of  Technology,  where  he  teaches  and  supervises  undergraduate  and  postgraduate  students.  

ie.linkedin.com/in/patrickfelicia    

González  López,  Javier  

International  project  manager.  Bachelor  in  Psychology.  Master  degree  in  health  and  safety.  Master  degree  in  training  of  trainers.  

es.linkedin.com/pub/javier-­‐gonzález-­‐lópez/9/532/352/de    

Kelleher,  Brendan  

Researcher,  Developer  at  the  Game-­‐Based  Learning  Research  Group  at  Waterford  Institute  of  Technology.  

ie.linkedin.com/in/brendankelleher    

Rodriguez  Arevalo,  Esther  

International  project  technician.  Master’s  Degree  in  Health  and  safety.  

[email protected]      

Schmitz,  Birgit   Project  manager/Head  of  content  development.  Teacher  for  vocational  education  and  training.  

de.linkedin.com/in/birgitschmitz/    

Schnabel,  Daniela  

Social  scientist.   [email protected]    

Trapletti,  Omar   Researcher.  Master’s  degree  in  anthropology,  history  and  geography.  

[email protected]    

Table  25:  Short  Bio  of  Experts  

   

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12.  Tables  and  figures  index    TABLES   Page  

Table  1:  Responses  to  the  questionnaire  per  country   10  

Table  2:  Example  of  an  app  related  to  a  construction  simulator  game   15  

Table  3:  Examples  of  apps  related  to  driving  simulator   15  

Table  4:  Example  of  apps  related  to  construction  working  tools   16  

Table  5:  Example  of  apps  related  to  construction  traditional  games   16  

Table  6:  Example  of  apps  related  to  construction  sector  for  children   16  

Table  7:  Concepts  of  motivation  and  their  relevance  for  game-­‐based  learning   23  

Table  8:  Questionnaire  items  related  to  effectiveness  and  efficiency  of  GBL  offers.   24  

Table  9:  Results  of  data  analysis  according  to  gender  aspects   26  

Table  10:  Distribution  of  participants  according  to  their  years  of  experience     29  

Table  11:  Results  of  data  analysis  according  to  hours  per  week  of  work   31  

Table  12:  Challenges  of  game-­‐based  learning  approaches   37  

Table  13:  Total  of  teacher  feedback   37  

Table  14:  Technical  requirements:  operating  systems  and  devices   40  

Table  15:  Q10  Please  rate  your  proficiency  in  using  the  following  devices  for  teaching?   45  

Table  16:  Q20  Which  of  the  following  statements  applies  to  you?   46  

Table  17:  Q12  Can  you  install  software  of  your  choice  on  the  computers  if  needed?   46  

Table  18:  Q14  How  often  do  you  use  ICT  for  teaching?   47  

Table  19:  Q15  From  a  technical  point  of  view,  does  your  organization  provide  technology  for  teaching?  

47  

Table   20:   You   have   never   used   educational   games   for   teaching.   Which   of   the   following  statements  apply  to  your  situation?   49  

Table  21:  Q22  What  kind  of  challenges  did  you  face  when  using  games  for  teaching?   52  

Table   22:   Challenges   with   the   target   group   connecting   teacher/trainers   and   apprentices/  trainees.  

59  

Table  23:  Recommendations  related  to  effectiveness  and  efficiency  of  GBL   62  

Table  24:  Recommendations  related  to  the  organizational  requirements  support  structure   63  

Table  25:  Short  Bio  of  Experts   68  

             

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FIGURES   Page  

Figure  1:  Age  distribution  of  participants   11  

Figure  2:  Motivation  characteristics   18  

Figure  3:  Maslow's  hierarchy  of  needs   19  

Figure  4:  McClelland’s  need  theory   19  

Figure  5:  Alderfer’s  ERG  Theory   20  

Figure  6:  Motivation  and  performance   20  

Figure  7:  Types  of  motivation   21  

Figure  8:  Motivation  sources   21  

Figure  9:  Motivation  process   22  

Figure  10:  Responses  to  questions  related  to  effectiveness  and  efficiency  of  GBL  offers   25  

Figure  11:  Assessment  of  GBL  with  regard  to  logical  skills  and  collaborative  skills  by  age   27  

Figure  12:  Assessment  of  GBL  and  improvement  of  problem-­‐solving  skills  by  age   28  

Figure  13:  GBL  and  students’  attendance  and  inclusion  of  GBL  into  teaching  activities  by  age.   28  

Figure  14  GBL  can  improve  motor  skills  and  GBL  is  a  change  to  daily  routine  by  years  of  experience  

29  

Figure  15:  GBL  can  improve  collaborative  skills  and  problem-­‐solving  skills  by  years  of  experience  

30  

Figure  16:  GBL  can  improve  students’  attendance  and  should  be  part  of  teaching  activities   30  

Figure  17:  GBL  can  improve  students’  critical-­‐thinking  skills  and  is  a  change  to  teaching  activities   31  

Figure  18:  GBL  can  improve  collaborative  and  motor  skills  by  weekly  workload.   32  

Figure  19:  GBL  impacts  students'  achievement  by  weekly  workload   32  

Figure  20:  Analysis  by  target  group  (GE,UK,CH)   34  

Figure  21:  Analysis  by  target  group  (ES)   35  

Figure  22:  Aspects  identified  for  an  inclusive  and  usable  application   40  

Figure  23:  Q18  Have  you  ever  used  digital  games  for  teaching?   49  

Figure  24:  Q21  You  have  already  used  educational  games  for  learning.  Which  of  the  following  statements  reflects  your  experience  with  digital  games?  

50  

Figure  25:  Types  of  games  used  (Q27)  and  reasons  (Q28)  why  teachers  have  used  mobile  games  for  learning  (Q26)  

51  

Figure  26:  Q31  Requirements  of  installation  that  a  game  should  meet   53  

Figure  27:  Q31:  When  you  use  technology/digital  media  during  your  classes,  in  your  opinion:  What  should  be  the  maximum  class  size  

54  

     

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Impressum  

  72  

Impressum  This   report   is   a   joint   effort   from   experts   of   the   Leonardo   da   Vinci   LifelongLearning  Project  MoGaBaVET.    

 

Contact  MoGaba  VET:    

Birgit  Schmitz:  bschmitz(at)humance.de    

Filippo  Bignami:  Filippo.Bignami  (at)  iuffp-­‐svizzera.ch  

Frank  Bertelmann-­‐Angenendt:  frank.bertelmann  (at)  bzb.de  

Javier  González  Lopez:  jgonzalez  (at)  fundacionlaboral.org  

Patrick  Felicia:  pfelicia  (at)  wit.ie  

 

 

Visit  this  project  on  the  Internet:  

http://mogabavet.wordpress.com/  

 

Source  for  the  data:    

Surveymonkey  results  of  the  survey:  https://www.surveymonkey.com/sr.aspx?sm=tUZ_2fVRmpHq_2bVIzfbKNE5DmBcyo2Q0w1ttCJZLPOwd1A_3d  

 

Design  and  Layout:  Fundación  Laboral  de  la  Construcción      

This  report  was  compiled  under  Creative  Commons  License  BY  3.0  

http://  http://creativecommons.org/licenses/by/3.0/  

 

This   licence   allows   to   remix,   transform,   and   build   upon   the   material   for   any   purpose,   even  commercially  and  to  copy  and  redistribute  the  material   in  any  medium  or  format.  The  licensor  cannot   revoke   these   freedoms   as   long   as   you   give   appropriate   credit,   provide   a   link   to   the  license,  and  indicate  if  changes  were  made.  You  may  do  so  in  any  reasonable  manner,  but  not  in  any  way  that  suggests  the  licensor  endorses  you  or  your  use.  

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