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Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability

Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability


Titill: Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability
Höfundur: Hummel, Hans G. K.
Boyle, Elizabeth A.
Einarsdóttir, Sif
Petursdottir, Arna   orcid.org/0000-0003-4329-4910
Graur, Aurel
Útgáfa: 2017-11-26
Tungumál: Enska
Umfang: 745-759
Háskóli/Stofnun: Háskóli Íslands
University of Iceland
Svið: Félagsvísindasvið (HÍ)
School of Social Sciences (UI)
Deild: Félags- og mannvísindadeild (HÍ)
Faculty of Social and Human Sciences (UI)
Birtist í: Interactive Learning Environments;26(6)
ISSN: 1049-4820
1744-5191 (eISSN)
DOI: 10.1080/10494820.2017.1402062
Efnisorð: Game design; Professional games; Career decision making; Career awareness; Career adaptabilities; Vocational interests; Starfsráðgjöf; Tölvuleikir; Starfsframi; Starfsval; Ungt fólk
URI: https://hdl.handle.net/20.500.11815/857

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Tilvitnun:

Hummel, H. G. K., Boyle, E. A., Einarsdóttir, S., Pétursdóttir, A., & Graur, A. (2018). Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability. Interactive Learning Environments, 26(6), 745-759. doi:10.1080/10494820.2017.1402062

Útdráttur:

Choosing a career is one of the most important decisions that youth has to take but many young people find this a hard issue to engage with. Current career counselling practice does not appear very compelling or motivating to young people. Professional games could provide a more engaging and motivating way of acquiring professional awareness and competence for career decision making and learning. We present the design and effects of playing a game that aims to increase career awareness and adaptabilities in youth (13–19 years). In a Randomized Controlled Trial, 93 high school students from Iceland and Romania were asked to carry out career-oriented activities, with half playing an interactive game and the other half performing a paper-and-pencil version of the same activities. The students were compared on career adaptability, career learning and career awareness scores before and after these interventions. Main results show that engaging players in these career-oriented activities has short term effects on outcome scores for career adaptabilities and for perceptions of career learning competences. Students who played the game report significantly faster growth on career adaptabilities that deal with “concern”, “control” and “confidence”. It can therefore be concluded that introducing game-based learning in career decision support for youth is a promising endeavour.

Leyfi:

This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.

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