Utilizing high-motivation strategies to promote learning transfer
Such as gamification mechanisms, contextual learning, and flow-oriented game activities
Can directly address the current gap between education and industry in terms of the application of learned skills.
The goal of this project is to conduct research on gamified learning. To facilitate the connection between vocational education and industry, this project utilizes technology-assisted teaching strategies to enhance vocational students’ and graduate students’ workplace competencies and technological literacy. The project focuses on the development of relevant teaching courses, industry-academia collaboration, and the establishment of technology-assisted scaffolding mechanisms.
The key abilities being cultivated before students enter the workplace include: problem-solving, decision-making, strategic planning, analytical thinking, cross-disciplinary integration and coordination, innovation and creativity, respect for diversity, global perspectives, flexible communication, collaboration, leadership, and other essential workplace skills. Additionally, it fosters technological literacy for applying digital technology to solve problems in the workplace.
"NTUSTMEG Workplace Key Competencies Educational Game" Presentation and Exchange Conference
Hou Hui-Ze Teacher x Mini Educational Game Research Team x Vocational Education Empowerment Research Center
- The three main themes of this exchange conference are: experiencing key competency game applications, multi-dimensional scaffolded educational game design, and industry-academia collaboration and research exchange. The Mini Educational Game Research Team will guide participants in exploring innovative applications of educational games and understanding the current extensive research and promotional outcomes.
- Location:International Building, IB Conference Hall and IB4F Classroom, National Taiwan University of Science and Technology
- Date:Saturday, November 18, 2023