Gamification.: A Novel Didactical Approach for 21st Century Learning

2020 
This paper addresses the didactic application of gamification in vocational education and training (VET), taking into account the didactic peculiarities of VET. The chapter begins by pointing out the relevance of this topic to VET. Next, the concepts of gamification and game-based learning are distinguished from each other and examples of how gamification meets the didactic demands of current didactic principles are outlined briefly. Following this, the didactic implementation of gamification in VET, especially considering 21st century skills and action- and competence-oriented learning are covered and the didactic guideline Gamification in Four Steps is presented, which is specifically adjusted to the context of VET. Here didactic principles of VET are combined with conditions for successful gamified applications and, in particular, with the promotion of intrinsic motivation. Finally, challenges of gamification are explored and a conclusion is drawn.
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