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

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dc.contributor Háskóli Íslands
dc.contributor University of Iceland
dc.contributor.author Hummel, Hans G. K.
dc.contributor.author Boyle, Elizabeth A.
dc.contributor.author Einarsdóttir, Sif
dc.contributor.author Petursdottir, Arna
dc.contributor.author Graur, Aurel
dc.date.accessioned 2018-09-25T14:55:48Z
dc.date.available 2018-09-25T14:55:48Z
dc.date.issued 2017-11-26
dc.identifier.citation 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
dc.identifier.issn 1049-4820
dc.identifier.issn 1744-5191 (eISSN)
dc.identifier.uri https://hdl.handle.net/20.500.11815/857
dc.description.abstract 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.
dc.format.extent 745-759
dc.language.iso en
dc.publisher Informa UK Limited
dc.relation.ispartofseries Interactive Learning Environments;26(6)
dc.rights info:eu-repo/semantics/openAccess
dc.subject Game design
dc.subject Professional games
dc.subject Career decision making
dc.subject Career awareness
dc.subject Career adaptabilities
dc.subject Vocational interests
dc.subject Starfsráðgjöf
dc.subject Tölvuleikir
dc.subject Starfsframi
dc.subject Starfsval
dc.subject Ungt fólk
dc.title Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability
dc.type info:eu-repo/semantics/article
dcterms.license 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.
dc.description.version Peer Reviewed
dc.identifier.journal Interactive Learning Environments
dc.identifier.doi 10.1080/10494820.2017.1402062
dc.relation.url https://www.tandfonline.com/doi/pdf/10.1080/10494820.2017.1402062
dc.contributor.department Félags- og mannvísindadeild (HÍ)
dc.contributor.department Faculty of Social and Human Sciences (UI)
dc.contributor.school Félagsvísindasvið (HÍ)
dc.contributor.school School of Social Sciences (UI)

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