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Game-based learning for maritime education and training: the case of Trader of the World
Authors:N Nikitakos  I Sirris  D Dalaklis  D Papachristos  V D Tsoukalas
Institution:1.University of the Aegean,Mytilini,Greece;2.Maritime Safety and Environmental Administration (MSEA),World Maritime University,Malm?,Sweden;3.Department of Marine Engineering,Merchant Marine Academy of Athens,Aspropyrgos,Greece
Abstract:For educational and/or training purposes, games are often described as multimodal texts, where signs, gestures, images, habits, behaviors, sounds, etc. have different meanings according to the way and the context they are represented. During their execution, a large variety of strategies can be employed; images, words, sounds, music, movement, and even bodily sensations can provide the necessary factors. More importantly, when games are integrated in an educational (or training) activity, it is essential to record solid evidence that the targeted learning outcome is achieved. Game-based learning (GBL) for seafarers is a multifactor domain combining educational psychology, learning theories, instructional design, computer game technology, and last but not least, research in the maritime field. In order to create the appropriate framework, there is a need to combine three different scientific areas (education design, computer science, and maritime education and training (MET)) towards the proper game design. In these types of games, the design process includes an extremely important task: embedding suitable educational approaches and instructional techniques for specific learning outcomes and student profiles into the scenario, so that the game will be played without losing the fun and attractive part of it. In the current analysis, a framework for GBL that is applicable for 200 maritime professionals is presented; the specific application is related to navigational safety training, and the respective framework is a 3D real-time strategy game called “Trader of the World” (TotW-alpha version). The game is designed for already competent adult seafarers as well as undergraduate students of maritime academies/institutions and it is applied in nonformal educational settings. A demonstration of this game has already taken place at the undergraduate level; results, evaluations, and opinions provided by the participants were used as the basis for discussion.
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