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Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education

机译:关于利用基于游戏的学习吸引年轻人才进行制造业教育的建议

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This paper addresses the problem of under-representation of young people in Science, Technology, Engineering and Math (STEM) education in general, and manufacturing education in particular, as European and global phenomenon. The main objective is to analyse characteristics and different limitations of so called conventional initiatives to attract young talents to STEM and manufacturing and to furthermore propose how ICT and game-based learning approaches can address respective challenges. The paper presents an online serious game EcoFactory aimed at raising the awareness of sustainable manufacturing targeting young children in late primary and middle school. It furthermore provides lessons learnt from the evaluation of the EcoFactory and proposes recommendations for designing game-based initiatives in order to attract young talent to STEM and manufacturing education. They are aligned to the requirements of four target groups, i.e. game designers, STEM initiative designers, decision makers and teachers. In summary, game design should be based on pedagogical scenarios and co-creation processes; should focus on particular STEM subjects without causing major changes to school curricula and content; and should create and/or involve wider community with feedback and experience sharing mechanisms.
机译:本文探讨了年轻人在科学,技术,工程和数学(STEM)教育中,尤其是制造业教育中代表性不足的问题,这是欧洲和全球现象。主要目标是分析所谓的常规举措的特征和不同局限性,以吸引年轻的人才从事STEM和制造业,并进一步提出ICT和基于游戏的学习方法如何应对各自的挑战。本文介绍了一个在线严肃的游戏EcoFactory,旨在提高针对中小学晚期儿童的可持续制造意识。此外,它还提供了从EcoFactory评估中汲取的经验教训,并提出了有关设计基于游戏的计划的建议,以吸引年轻的人才从事STEM和制造教育。它们符合四个目标群体的需求,即游戏设计师,STEM主动设计师,决策者和教师。总之,游戏设计应基于教学场景和共同创造过程;应专注于特定的STEM科目,而不会引起学校课程和内容的重大变化;并应通过反馈和经验分享机制建立和/或让更广泛的社区参与进来。

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