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 language | English |
|---|---|
| Title of host publication | Proceedings - SEFI 49th Annual Conference |
| Subtitle of host publication | Blended Learning in Engineering Education: Challenging, Enlightening - and Lasting? |
| Editors | Hans-Ulrich Heiss, Hannu-Matti Jarvinen, Annette Mayer, Alexandra Schulz |
| Publisher | European Society for Engineering Education (SEFI) |
| Pages | 1163-1174 |
| ISBN (Electronic) | 978-2-8735-2023-6 |
| Publication status | Published - 2021 |
| Event | SEFI 49th Annual Conference: Blended Learning in Engineering Education: Challenging, Enlightening - and Lasting? - Berlin, Virtual, Germany Duration: 13 Sept 2021 → 16 Sept 2021 |
Conference
| Conference | SEFI 49th Annual Conference: Blended Learning in Engineering Education: Challenging, Enlightening - and Lasting? |
|---|---|
| Country/Territory | Germany |
| City | Berlin, Virtual |
| Period | 13/09/21 → 16/09/21 |
Keywords
- Gamification
- Immersion
- Serious games
- VR-Practical