Skip to main content

Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education

  • Conference paper
  • First Online:
Serious Games (JCSG 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10622))

Included in the following conference series:

Abstract

This paper addresses the problem of under-representation of young people in Science, Technology, Engineering and Math (STEM) education in general, and manufacturing education in particular, as European and global phenomenon. The main objective is to analyse characteristics and different limitations of so called conventional initiatives to attract young talents to STEM and manufacturing and to furthermore propose how ICT and game-based learning approaches can address respective challenges. The paper presents an online serious game EcoFactory aimed at raising the awareness of sustainable manufacturing targeting young children in late primary and middle school. It furthermore provides lessons learnt from the evaluation of the EcoFactory and proposes recommendations for designing game-based initiatives in order to attract young talent to STEM and manufacturing education. They are aligned to the requirements of four target groups, i.e. game designers, STEM initiative designers, decision makers and teachers. In summary, game design should be based on pedagogical scenarios and co-creation processes; should focus on particular STEM subjects without causing major changes to school curricula and content; and should create and/or involve wider community with feedback and experience sharing mechanisms.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Future of Manufacturing in Europe: Decoding the Key Transformative Forces set to Reinvent the Economic Engine of Europe, Frost and Sullivan Homepage. https://store.frost.com/future-of-manufacturing-in-europe-19909.html (2016). Accessed 20 Apr 2017

  2. ActionPlanT. ICT for manufacturing: The ActionPlanT Vision for Manufacturing 2.0 (2011)

    Google Scholar 

  3. CEDEFOP: Skill shortages and gaps in European enterprises: Striking a balance between vocational education and training and the labour market. Cedefop Homepage. https://www.google.si/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0ahUKEwiZjb2tw7LTAhVLI1AKHcyOD2QQFgghMAA, http://www.cedefop.europa.eu%2Ffiles%2F3071_en.pdf&usg=AFQjCNHkX-Vh6RK0KGZ_6n0S_p0LwnqTBg&sig2=Sh5VegVd_y262X77bIOwgw&cad=rja (2015). Accessed 20 Apr 2017

    Google Scholar 

  4. EC. Factories of the Future PPP: Multi-Annual Roadmap for the Contrectual PPP under Horizon 2020. EFFRA (2013)

    Google Scholar 

  5. Manenti, P., Veronesi, L.: Business strategy: the journey toward the people-intensive factory of the future. IDC report (2013)

    Google Scholar 

  6. EC: A new skills agenda for Europe: working together to strengthen human capital, employability and competitiveness. EC Communication Homepage. http://ec.europa.eu/social/BlobServlet?docId=15621&langId=en (2016). Accessed 20 Apr 2017

  7. Digital agenda for Europe: skills and jobs: Grand coalition. EC Homepage. https://ec.europa.eu/digital-agenda/en/grand-coalition-digital-jobs. Accessed 20 Apr 2017

  8. EU. Europe needs more scientists! Brussels: European Commission, Directorate-General for Research, High Level Group on Human Resources for Science and Technology in Europe (2004)

    Google Scholar 

  9. EU Skills Panorama: STEM skills Analytical Highlight, prepared by ICF and CEDEFOP for the European Commission (2014)

    Google Scholar 

  10. European Schoolnet. Science, technology, engineering and mathematics education in EMEA. Advancing the agenda through multi-stakeholder partnerships. Creative commons (2013)

    Google Scholar 

  11. Oliveira, M., Cerinsek, G., Duin, H., Taisch, M.: Serious gaming in manufacturing education. In: Serious Games Development and Applications. Lecture Notes in Computer Science, vol. 8101, pp. 130–144 (2013)

    Google Scholar 

  12. Cerinsek, G., Hribar, T., Glodez, N., Dolinsek, S.: Which are my future career priorities and what influenced my choice of studying science, technology, engineering or mathematics? Some insights on educational choice—case of Slovenia. Int. J. Sci. Educ. 35(17), 2999–3025 (2013)

    Article  Google Scholar 

  13. IRIS: Young people’s (particularly girls’) educational choice with focus on reasons for choosing (or not choosing STEM)? Working document 4.1a, Priorities and educational choices. IRIS Homepage. http://iris.fp-7.org/reports-publications/ (2010). Accessed 20 Apr 2017

  14. Barmby, P., Kind, P., Jones, K.: Examining changing attitudes in secondary school science. Int. J. Sci. Educ. 30(8), 1075–1093 (2008)

    Article  Google Scholar 

  15. OECD. Encouraging Student Interest in Science and Technology Studies. OECD, Global Science Forum (2008)

    Google Scholar 

  16. Henrikes, E.K., Dillon, J., Ryder, J.: Understanding Student Participation and Choice in Science and Technology Education. Springer, Heidelberg (2014)

    Google Scholar 

  17. Boe, V.M., Henriksen, E.K., Lyons, T., Schreiner, C.: Participation in science and technology: young people’s achievement-related choices in late-modern societies. Stud. Sci. Educ. 47(1), 37–72 (2011)

    Article  Google Scholar 

  18. European Schoolnet. Efforts to Increase Students’ Interest in Pursuing Science, Technology, Engineering and Mathematics Studies and Careers. National Measures taken by 21 of European Schoolnet’s Member Countries. Homepage. http://www.fisme.science.uu.nl/publicaties/literatuur/2011_european_schoolnet.pdf (2011). Accessed 20 Apr 2017

  19. Massachusetts Department of Higher Education: Increasing Student Interest in Science, Technology, Engineering, and Math (STEM): Massachusetts STEM Pipeline Fund Programs Using Promising Practices. Hompeage. http://www.mass.edu/stem/documents/Student%20Interest%20Summary%20Report.pdf (2011). Accessed 20 Apr 2017

  20. Dobson, I.: STEM: Country Comparisons – Europe: a critical examination of existing solutions to the STEM skills shortage in comparable countries. Australian Council of Learned Academies, Melbourne (2013)

    Google Scholar 

  21. Anderson, C.: 20 years of wired: maker movement. Wired Mag. (2013)

    Google Scholar 

  22. Webb, M.E.: Affordances of ICT in science learning: implications for an integrated pedagogy. Int. J. Sci. Educ. 27(6), 705–735 (2005)

    Article  Google Scholar 

  23. Osborne, J., Dillon, J.: Science Education in Europe: Critical Reflections. King’s College, London (2008)

    Google Scholar 

  24. Patterson, D.: Student Awareness and Career Motivation in STEM Fields. Northwest Association for Biomedical Research, Seattle (2011)

    Google Scholar 

  25. Perini, S., Oliveira, M., Costa, J., Kiritsis, D., Hansesn, P., Rentzos, L., Skevi, A., Szigeti, H., Taisch, M.: Attracting young talents to manufacturing: a holistic approach. In: Advances in Production Management Systems. IFIP Advances in Information and Communication Technology, Ajaccio, vol. 439, pp. 626–633 (2014)

    Google Scholar 

  26. Perini, S., Margoudi, M., Oliveira, M., Taisch, M.: Understanding the impact of digital game-based learning (DGBL) on middle school students’ awareness and interest about manufacturing – an exploratory study. Comput. Appl. Eng. Educ. (2017) (In press)

    Google Scholar 

  27. Ornstein, A.: The frequency of hands-on experimentation and student attitudes towards science: a statistically significant relation. J. Sci. Educ. Technol. 15(3), 285–297 (2006)

    Article  Google Scholar 

  28. Hayden, K., Ouyang, Y., Scinski, L., Olszewski, B., Bielefeldt, T.: Increasing student interests and attitudes in STEM: professional development and activities to engage and inspire learners. Contemp. Technol. Teach. Educ. 11(1), 47–69 (2011)

    Google Scholar 

  29. Hsiao, H.S., Chang, C.S., Lin, C.Y., Hu, P.M.: Development of children’s creativity and manual skills within digital game-based learning environment. J. Comput. Assist. Learn. 30(4), 377–395 (2014)

    Article  Google Scholar 

  30. Ferguson, C., Olson, C.: Friends, fun, frustration and fantasy: child motivation for video game play. Motiv. Emot. 37(1), 154–164 (2013)

    Article  Google Scholar 

  31. Sykes, J.: Affective gaming: advancing the argument for game-based learning. Future of Learning 1: Affective and Emotional Aspects of Human-Computer Interaction: Game-Based and Innovative Learning Approaches, pp. 3–7. IOS Press, Washington DC (2006)

    Google Scholar 

Download references

Acknowledgement

This work was partially funded by the European Union’s Horizon 2020 research and innovation programme under grant agreement No. 723737.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Gregor Cerinšek .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cerinšek, G. et al. (2017). Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-70111-0_18

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-70110-3

  • Online ISBN: 978-3-319-70111-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics