Industrial Clusters and Vocational Education: Evidence From China DOI Open Access

Shudong Yang

Managerial and Decision Economics, Год журнала: 2025, Номер unknown

Опубликована: Март 27, 2025

ABSTRACT Despite the widely acknowledged importance of vocational education in fostering social mobility and economic development, research on impact industrial clusters remains sparse. This study aims to address this gap by examining influence moderating role external environment. By collecting 965,123 firm samples, applying fixed effect model instrumental variable method, we find that positively education. offers valuable insights for policymakers educational practitioners, highlighting aligning with dynamics enhance regional innovation competitiveness.

Язык: Английский

Gamification in Education DOI Creative Commons
Athanasios Christopoulos, Stylianos Mystakidis

Encyclopedia, Год журнала: 2023, Номер 3(4), С. 1223 - 1243

Опубликована: Окт. 2, 2023

Gamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming solve problems, increase engagement, motivate individuals towards their goals. The technique fosters a interactive experience, enhancing perceived autonomy, competence, relatedness among users. With roots in fields like education, business, marketing, services, gamification versatile tool that serves enrich user experience create value multitude settings. widespread impact across various sectors has transformed traditional methods notably education.

Язык: Английский

Процитировано

56

Using gamification to support learning in K‐12 education: A systematic literature review DOI
Hojjat Dehghanzadeh, Mohammadreza Farrokhnia,

Hossein Dehghanzadeh

и другие.

British Journal of Educational Technology, Год журнала: 2023, Номер 55(1), С. 34 - 70

Опубликована: Май 8, 2023

Abstract Using gamification to support learning in K‐12 education has received much attention from scholars recent years. However, there is still a lack of comprehensive understanding how should be used effectively enhance the experiences students. The purpose this review was synthesize research findings on use and propose an evidence‐informed framework. This framework will guide teachers developing gamified environments that are effective improving students' learning. In regard, 54 empirical studies (out 907 peer‐reviewed articles), dating 2008 through 2021, were reviewed using Preferred Reporting Items for Systematic Reviews Meta‐Analysis (PRISMA) guideline. systematically categorized into four essential dimensions inspired by Biggs' 3P teaching model, ie, ‘individual factors’, ‘environmental ‘learning process’ outcome’. yielded rich concerning each dimension, providing with overview educational purposes. Meanwhile, indicated regarding constructively aligned courses, which different adopted implemented evaluated coherently. paper concludes presenting several suggestions directions future address shortcoming. Practitioner notes What already known about topic Gamification demonstrated potential outcomes education. There instances where suggest neutral or negative effects outcomes. effectiveness adds study highlights enhancing cognitive, affective behavioural education, mainly increasing motivation, engagement competitiveness. provides proposes can serve as blueprint Implications practice and/or policy presents up‐to‐date empirically rooted calls makes evidence‐based recommendations integration

Язык: Английский

Процитировано

49

Digital Record Management in Islamic Education Institution: Current Trends on Enhancing Process and Effectiveness Through Learning Technology DOI
Miftachul Huda,

Mukhamad Hadi Musolin,

Reda Owis Hassan Serour

и другие.

Lecture notes in networks and systems, Год журнала: 2024, Номер unknown, С. 316 - 333

Опубликована: Янв. 1, 2024

Язык: Английский

Процитировано

18

Update on the use of gamified educational resources in the development of cognitive skills DOI Creative Commons
Javier González‐Argote, William Castillo‐González, Jorge Ernesto Hernández Estevez

и другие.

Deleted Journal, Год журнала: 2024, Номер 2, С. 41 - 41

Опубликована: Март 11, 2024

Introduction: the use of game elements and design techniques in content unrelated to same is known as gamification. It likely that gamified environments generate a fruitful scenario evoke complex processes within higher nervous activity thus develop cognitive skills. This facilitates its application for educational purposes. The objective was characterize resources development Method: total 27 articles Spanish English were reviewed, from Pubmed, Scielo Scopus; using keywords: gamification, game, cognition, being more than 50% last five years.Result: gamification improves services which it applied through playful experiences, can positively influence aspects student experience such level interest, intellectual intensity intrinsic motivation, by providing opportunities autonomy, relationship competition. There strong need further exploration experimentation provide meets user preferences, tailored individual characteristics. Conclusions: Gamified facilitate learning like game. Through seems increase commitment, active interaction, critical thinking, motivation. effectiveness largely depends on different features how they are implemented

Язык: Английский

Процитировано

18

Diabe-teach: a randomized controlled trial of a gamified approach to enhance medical undergraduates’ knowledge and comprehension of diabetes mellitus DOI Creative Commons
Mariam Shadan, Heba Ismail,

Fathima Hana Mohamed Naushad

и другие.

BMC Medical Education, Год журнала: 2025, Номер 25(1)

Опубликована: Янв. 3, 2025

The increasing prevalence of diabetes mellitus worldwide necessitates that medical undergraduates acquire a deep understanding the disease to ensure accurate diagnosis and effective management. Traditional teaching methods, while foundational, often lack interactive elements enhance student engagement knowledge retention. This study aimed evaluate effectiveness novel educational board game, "Diabe-teach," in enhancing retention among students compared with conventional self-study methods. A randomized controlled design involving 56 preclinical at Dubai Medical College for Girls was used. participants were randomly assigned either game-based learning group or control group, both groups receiving identical instructional materials on diabetes. Knowledge assessed via pre- post-test scores, whereas perceptions measured feedback survey. results indicated showed significant improvement scores (p < .001), demonstrated notably greater frequency correct responses tendency recognize gaps, as evidenced by increased "I do not know" incorrect guesses group. Feedback from highlighted enhanced confidence, improved communication skills, preference gamified approach over traditional findings suggest "Diabe-teach" game is an tool complex concepts, fostering critical self-assessment students. These contribute growing body literature learning, supporting its potential valuable adjunct education Further research could explore application this across other disciplines.

Язык: Английский

Процитировано

2

Impact of Gamification on Motivation and Academic Performance: A Systematic Review DOI Creative Commons
Lorena Jaramillo Mediavilla, Andrea Verenice Basantes Andrade, Marcos Cabezas González

и другие.

Education Sciences, Год журнала: 2024, Номер 14(6), С. 639 - 639

Опубликована: Июнь 13, 2024

This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, Scielo. According inclusion, exclusion, quality criteria, it determined include 9 SLR articles that address at least one two key variables: student or The were published between 2016 2022, available open access, written English Spanish, with content is directly related research questions. results reveal significantly influences by facilitating assimilation knowledge, improvement skills competencies students, specifically refers wide range capabilities are essential for success environment can be enhanced through playful interactive learning experiences. These cognitive, self-learning, social, collaborative, among others. It concluded creativity adaptability successfully implementing classroom.

Язык: Английский

Процитировано

10

Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review DOI Creative Commons
Héctor González‐de la Torre, María-Naira Hernández-De Luis, Sergio Mies-Padilla

и другие.

Nursing Reports, Год журнала: 2024, Номер 14(2), С. 1193 - 1211

Опубликована: Май 13, 2024

Escape room games are educational gamification technologies that consist of introducing a team players into physical or digital space in search clues to answer puzzles, riddles enigmas and solve mystery problem. This study aims determine the effectiveness escape on training nursing students an international context. A systematic review was carried out MEDLINE, WOS, SCOPUS, CINAHL LILACS databases using MeSH terms “Education, Nursing” “Educational Technology”, free term “Escape room”, combined with Boolean operators AND/OR. Intervention studies Spanish, English Portuguese were included, without limitation for year publication. Selection critical appraisal conducted by two independent reviewers. total n = 13 interventional included (n 2 Randomized Clinical Trials 11 quasi-experimental design). rooms recent growing methodology, increasingly used academia nurses students. However, it is necessary expand their use quality greater number contexts. Furthermore, homogenize standardize validated instruments evaluate education area.

Язык: Английский

Процитировано

9

Optimizing the Training Model for Field Engineers to Meet Industrial Development Needs: A Case Study of Vocational Education DOI Creative Commons
Rui Huang

International Journal of Education and Humanities, Год журнала: 2025, Номер 5(1), С. 155 - 167

Опубликована: Янв. 14, 2025

With the rapid implementation of Shenzhen's "20+8" industrial cluster strategy, demand for technical skills in emerging industries has surged. There is an urgent need field engineers equipped with practical operational expertise, process understanding, managerial competencies, and innovative thinking. However, current vocational education landscape faces opportunities challenges meeting needs upgrading. Addressing how to construct optimize training model become a critical issue. This study aims propose strategies pathways developing aligned Shenzhen’s development needs. Using methods such as literature review case analysis, this research examines practices Shenzhen Polytechnic University. Key focus areas include curriculum system design, teacher team development, industry-education integration, evaluation reforms. The findings highlight these practices' positive effects on enhancing quality supporting Based insights, concludes recommendations refining future education. These fostering deeper collaboration between industry education, emphasizing innovation adopting comprehensive mechanisms ensure alignment evolving demands. provides valuable framework addressing era transformation

Язык: Английский

Процитировано

1

Gamification in the classroom: Kahoot! As a tool for university teaching innovation DOI Creative Commons
Agustín Aibar‐Almazán, Yolanda Castellote‐Caballero, María del Carmen Carcelén‐Fraile

и другие.

Frontiers in Psychology, Год журнала: 2024, Номер 15

Опубликована: Март 14, 2024

Objectives The purpose of this study has been to evaluate the use gamification in classroom, terms its effects on attention, concentration, creativity, and generic capabilities, for university students enrolled a Bachelor’s degree program Physiotherapy. Methods An experimental design was implemented, using three groups differentiated by their time exposure game (0 min, 30 or 60 min per week). sample consisted 73 s-year from theoretical content each class taught during period 4 months, reinforced Kahoot! Online platform. Selective attention concentration were evaluated d2 Test Attention; creative intelligence Creative Intelligence (CREA); capabilities subscale Student Engagement Questionnaire (SEQ). Results study’s participants had mean age 19.51 ± 0.9 years, it demonstrated that For longer periods time, i.e., more than day, can improve essential skills students, such as critical thinking, self-managed learning, adaptability, problem solving, computer literacy. This results show integrating Into educational environment, especially with sessions allow deeper immersion game, produces benefits stimulating various cognitive aspects enhancing complex skills. Conclusion Improves key when are used. It is also suggested should be balanced other activities, order achieve comprehensive development students.

Язык: Английский

Процитировано

7

Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance DOI Creative Commons
Alexandru Căpăţînă, David Juárez Varón, Adrian Micu

и другие.

Journal of Innovation & Knowledge, Год журнала: 2024, Номер 9(3), С. 100530 - 100530

Опубликована: Июль 1, 2024

This paper extends the fast-growing research stream on gamification in corporate training by examining impact of employees' knowledge retention, sharing, and job performance. A mixed-methods approach was employed. Quantitative data from surveys qualitative insights experimental were combined to ascertain effectiveness techniques training. The sample consisted 110 employees business owners who attended gamified sessions powered Discovery-Innovation-Growth platform. Participants aged 18 64 years had diverse educational backgrounds positions. They also based different European countries (Spain, France, Germany, United Kingdom, Italy, Finland, Romania). characteristics thus ensured comprehensive coverage employee profiles. Gamification significantly enhanced retention such as points, badges, leaderboards positively influenced engagement, which turn boosted ability retain apply effectively at work. Social interaction mediated relationship between highlighting role collaborative learning environments. These offer valuable guidance for instructors human resource (HR) professionals aiming develop engaging personalized programs that meet needs preferences. study contributes theoretical framework adult organizational development, paving way future this dynamic field.

Язык: Английский

Процитировано

7