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Gamification in engineering education and professional training

2016

Abstract

The incorporation of game mechanics and dynamics in non-gaming applications is a sub-ject of interest in various sectors such as education, marketing, medicine and military, in the last few years. It is believed that engineering education in a pre-graduate level and in professional practice will bring high pay-offs. The role of the academia is to develop new methodologies and tools to produce, apply and use digital games and gamification tech-niques in contemporary industry and present scientific evidence on the value and the benefits derived from this technology. In this paper, the relative literature is evaluated and a discussion on the gamification status today is given, by examining various aspects of this novel term. Furthermore, game techniques, gamification practices in education and e-learning are considered. Special discussion on engineering games, gamification platforms and empirical surveys is presented with focus on manufacturing.

Key takeaways

  • Digital games have given a boost in the field of gamification.
  • One approach to gamification would be to implement some or all the game elements analysed in the previous section into an existing application without essentially changing the application's original purpose.
  • Gamification of learning does not involve creating a special purpose game or playing commercially produced games.
  • Although they are not specifically aimed at engineers and their basic target group is teenage students they provide a helpful insight into how gamification can alter the learning process.
  • Furthermore, statistics on games, gamers and gamification are presented in order to exhibit the introduction of digital games in everyday life of all people and elucidate how gamification can affect people.