Games and gamification in blended engineering education

J. F.J. Pruyn*

*Corresponding author for this work

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Abstract

Blended learning is a powerful way to make the student responsible for their learning. However, ensuring proper preparation is often difficult. Motivation can be gained by a stimulating application of knowledge. Games and gamification can provide both a strong incentive, support and application of knowledge for blended learning. This paper will identify the relevant theory to support this idea as well as discuss a new application for the Maritime Engineering programme at the Delft University of Technology. The development is done in a bachelor level course and uses gamification in the form of a VR practice to teach relevant practical insights, this is a new development and the first insights will be shared.

Original languageEnglish
Title of host publicationProceedings - SEFI 49th Annual Conference
Subtitle of host publicationBlended Learning in Engineering Education: Challenging, Enlightening - and Lasting?
EditorsHans-Ulrich Heiss, Hannu-Matti Jarvinen, Annette Mayer, Alexandra Schulz
PublisherEuropean Society for Engineering Education (SEFI)
Pages1163-1174
ISBN (Electronic)978-2-8735-2023-6
Publication statusPublished - 2021
EventSEFI 49th Annual Conference: Blended Learning in Engineering Education: Challenging, Enlightening - and Lasting? - Berlin, Virtual, Germany
Duration: 13 Sept 202116 Sept 2021

Conference

ConferenceSEFI 49th Annual Conference: Blended Learning in Engineering Education: Challenging, Enlightening - and Lasting?
Country/TerritoryGermany
CityBerlin, Virtual
Period13/09/2116/09/21

Keywords

  • Gamification
  • Immersion
  • Serious games
  • VR-Practical

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