The use of digital games in academic maritime education: a theoretical framework and practical applications

Jeroen Pruyn*

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

91 Downloads (Pure)

Abstract

In search of a way to bring back the positive aspects of an internship into the curriculum, TU Delft identified serious games as a potential solution. The literature studied showed that games could increase motivation and understanding, leading to improve knowledge retention. This paper has brought these insights together in a framework identifying the benefits that contribute to knowledge retention but also the requirements and risks for the application of serious games to be addressed. These insights were used to explain the success of a longstanding business game course for advanced students first. Next was the development of a virtual reality practice in a first-year course to replace the lost internship. In this case, knowledge retention was improved significantly, albeit only by 5%. Furthermore, in light of the developed framework, the VR simulation is a more balanced approach with fewer risks compared to the more extensive master course.

Original languageEnglish
Pages (from-to)558-571
Number of pages14
JournalMaritime Policy and Management
Volume51
Issue number4
DOIs
Publication statusPublished - 2023

Keywords

  • economics
  • education
  • gamification
  • Serious games
  • technology

Fingerprint

Dive into the research topics of 'The use of digital games in academic maritime education: a theoretical framework and practical applications'. Together they form a unique fingerprint.

Cite this