##plugins.themes.bootstrap3.article.main##

Technical education mainly focuses on practical training and skills-based learning and pays less attention to the theoretical background of its graduates. The officially instituted curriculum of Greek Vocational High Schools includes a wide range of Specialties among which is the Sector of Maritime Professions. In our proposal, we aim to introduce a new approach to Vocational Education and Training, specifically in the Maritime Professions Sector, by implementing gamification combined with museum education practices and new technologies to create a game about ancient seamanship. The game is an educational structure that includes a virtual space, created in Artsteps, a platform for creating virtual reality exhibitions, and a quiz that by presenting hypothetical scenarios will make students compare the use and function of ancient and modern marine tools thus learning more about maritime history while enjoying themselves. The main goal of our proposal is the development of a strong overall learning experience through gaming that will also broaden students’ knowledge of the history of their future profession and deepen their understanding of its significance and evolution throughout the years. This game was played and evaluated positively during the 2021–2022 school year by 120 Vocational High School students.

Downloads

Download data is not yet available.

References

  1. Omar M, Farzeeha D, Saari A. Gamification in Vocational Teaching and Learning: Perception and Readiness among Lecturers. Int J Educ. 2022 Mar 31;14:140–52.
     Google Scholar
  2. Man K, Chung G, Yui H, Chan N. Applying Gamification in Vocational and Professional and Education and Training (VPET) Classroom to Engage Students’ Learning. 2016.
     Google Scholar
  3. Nikonanou ?, Bounia A, Fillipoupoliti A, Chourmouziadi A, Giannoutsou N, editors. Museum learning and experience in the 21st century. Athens: Kallipos.; 2015.
     Google Scholar
  4. Anderson D. Learning History in Museums. Int J Mus Manag Curatorship. 1989;8:357–68.
     Google Scholar
  5. Reiners T, Wood LC, editors. Gamification in Education and Business. Springer; 2015. 764 p.
     Google Scholar
  6. Lee JJ, Hammer J. Gamification in education: What, how, why bothers? Acad Exch Q. 2011;15(2).
     Google Scholar
  7. Vygotsky LS. Imagination and Creativity in Childhood. J Russ East Eur Psychol. 2004;42(1):7–97.
     Google Scholar
  8. Doukakis S, Papalaskari MA. Scaffolding Technological Pedagogical Content Knowledge (TPACK) in Computer Science Education through Learning Activity Creation. 2019. p. 1–5.
     Google Scholar
  9. ?altsas A, Gompou S, ?otsifakos D. Entity Configuration for Designing a Port Security Information System: Proposed Extensions of the Vocational Education and Training Curriculum. Eur J Eng Technol Res. 2020 Feb 17;43–8.
     Google Scholar
  10. Seamanship: Wikipedia [Internet]. 2022 [cited 2022 Jul 20]. Available from: https://en.wikipedia.org/w/index.php?title=Seamanship&oldid=1093738843
     Google Scholar
  11. Gavroglou ?. History of artificial cold, scientific, technological, and cultural issues. Dordrecht?: Springer; 2014.
     Google Scholar
  12. Makrygiannis PS, Piromalis D, Papoutsidakis M, Tseles D, Papakitsos EC. Epistemologies for Technology and its Teaching: Untying the Knot of a Three-level Technological Problem. In: 2019 4th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM). 2019. p. 1–5.
     Google Scholar
  13. Kotsifakos D, Petrakis G, Stavrou M, Douligeris C. An Online Game for the Digital Electronics Course for Vocational Education and Training (VET) Students. In International Conference on Interactive Collaborative Learning (pp. 638-649) Kos Island, Greece; 2018.
     Google Scholar
  14. Kotsifakos D, Zinoviou X, Monachos S, Douligeris C. A Game-Based Learning Platform for Vocational Education and Training. In interactive Mobile Communication, Technologies and Learning (pp. 189-200) 2017.
     Google Scholar
  15. Dochtsis R, Kotsifakos D, Douligeris C. An Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET). In Interactive Mobile Communication, Technologies and Learning (pp. 664-674), Springer, Cham.; 2019. p. 664–74.
     Google Scholar
  16. Kotsifakos D, Kostis, Douligeris C. Science, technology, engineering and mathematics (STEM) for vocational education in 2017. IEEE Global Engineering Education Conference (EDUCON) (pp. 1831-1836). Greece. In IEEE; 2017.
     Google Scholar
  17. Zaman MH. Why science and engineering need to remind students of forgotten lessons from history [Internet]. The Conversation. [cited 2022 Jul 25]. Available from: http://theconversation.com/why-science-and-engineering-need-to-remind-students-of-forgotten-lessons-from-history-61356.
     Google Scholar
  18. Steinhauer G. Piraeus. In: Athens and Attica, History and Archaeology. Melissa Publishing House; 2016.
     Google Scholar
  19. Maritime Tradition Museum, [Internet]. [cited 2022 Jul 25]. Available from: https://maritime-museum.gr/.
     Google Scholar
  20. artsteps | Make your own VR Exhibitions [Internet]. [cited 2022 Jun 10]. Available from: https://www.artsteps.com/.
     Google Scholar


Most read articles by the same author(s)