Game-Based Learning for Youth Career Education With the Card Game 'JobStar'

被引:0
|
作者
Fujimoto, Toru [1 ]
Fukuyama, Yuki [2 ]
Azami, Tomoko
机构
[1] Univ Tokyo, Ctr Res & Dev Higher Educ, Tokyo 1138654, Japan
[2] Univ Tokyo, Coll Arts & Sci, Tokyo 1138654, Japan
关键词
career education; card game; serious games; game-based learning;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Rapid advancement in science and technology drives social change in various ways. While computerization has enhanced our work's productivity, recent research foresees a high probability that computers and robots will replace workers in many jobs, such as telemarketing, hand sewing and watch repair, in the near future. Career education for youth is a crucial social issue and must be updated to prepare for future social needs. Current job search tools based on a self-analysis test tend to be serious; it is difficult to change a job seeker's viewpoint from current job opportunities to future possibilities. The present situation in career development is emotionally unhealthy for youth, and it is necessary to create more opportunities to help them build a positive attitude towards their profession. This study aims to help youth advance towards a better career by developing and implementing a card game for career education called 'JobStar'. The game is easy to apply to a normal classroom setting and positively and playfully involves students in discussions regarding future jobs. The game requires participants to analyse social issues and articulate future job needs. A game-based career education workshop was conducted to evaluate the impact of the game activity on participants. Results of a pre- and post-survey for participants indicated that the game offered an engaging opportunity that enhanced social interactions and facilitated participants' learning from each other during the game play. Participants gained a positive attitude regarding their future paths. Their experience with the game made them more confident about their competence in choosing their occupations. The game created a playful context for thinking about a serious topic that youth tend to be reluctant to consider and supported participants in practicing idea generation and verbally presenting their ideas by promoting interaction among participants.
引用
收藏
页码:203 / 209
页数:7
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