The research project ‘SG4BB’ (Serious Games for Vocational Education and Training; abbr.: VET) has developed an integrated platform for the description, search, retrieval, integration, and utilization of educational games. This paper summarizes project outcomes, including platform concepts, software components, and – as focus – practical insights derived from a case study involving the educational game ‘Corrugated’ as simulation and training environment for service technicians. SG4BB has followed a user-centered design in an interdisciplinary project team: Two learning providers specified their requirements for VET in their specific application domains. Based on those requirements, game developers, learning solution providers and researchers for VET have conceptualized and prototypically implemented both an integrated learning platform (SG4BB platform) and two case studies of Serious Games for VET: ‘Corrugated’ for service technicians and an IT security game. The platform follows a process pipeline: For search and retrieval of educational games for VET, an application profile for VET based on the standardized ‘Serious Games Metadata Format’ (DIN/SPEC 91380) has been elaborated. This format builds the semantic basis for the metadata-based catalog system ‘Serious Games Information Center’ (SG-IC) with filter functionality for VET. Learning providers and developers can use the SG-IC portal to describe and promote their educational games, enabling users to identify suitable games for their learning needs and integrate them via learning infrastructure. Educational games can interact with the backend (Learning Management System and Learning Record Store) through a middleware based on the xAPI standard, allowing for personalized gameplay and data collection for game-based learning analytics. The final evaluation of the SG4BB project focused on the utilization of the educational game ‘Corrugated’, targeting problem-solving skills for service technicians in the corrugated cardboard industry. Data from 26 participants playing the game for 60 minutes, along with problem-solving tests and user experience feedback, were analyzed to validate game-based assessment and to assess learning impact. Initial results reveal insights into specific game missions, playtimes, and success rates, indicating that participant behavior during gameplay influenced perceived learning progress, leading to varied learning paths. This paper provides valuable insights and technical information for VET practitioners on using educational games for training. Game interactions and learning outcomes can be monitored via a dashboard within the learning infrastructure, offering visualizations for user behavior (during play) and (learning) progress. Keywords: serious games, vocational education and training, metadata, middleware, case study and evaluation.
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