University of Twente Student Theses


CUBES : competentiegericht leren uitgedrukt in begeleiding, eigenaarschap & Structuur

Jong, Jildou de (2014) CUBES : competentiegericht leren uitgedrukt in begeleiding, eigenaarschap & Structuur.

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Abstract:Research shows that many adolescents regret the career choices they make. This entails a lot of material and immaterial damage. Be Involved, a compagny specialized in serious gaming, finds that the proces of career decision making can be improved. They develop a gamificated learning system especially adapted to the needs and development of the high school student aged ten to fourteen years. Through playing games students will learn to make succesful career choices. Game designers play a very important role in this development, because they will design a very important piece of the learning system. It is therefore important that the game designer has a lot of knowledge about the development of the student and the student’s needs. Yet it appears that the game designer does not have enough knowledge about adolescents to create a learning system that connects to the student in de right way. The purpuse of this bachelor assignment is to give the game designer insight into the development of a high school student aged ten to fourteen years. Game designers will learn more about what structure and guidance the young-adolescent. This to ensure that they develop themselves towards making succesfull career choices. During the analysis, important results from the fields of neuropsychology, education and design are united. This is done in order to design a product which focusses on adapting education to the cognitive and social-emotional development of the student. Subsequently attention will be paid to the complex decision enviroment. You can read here that a part of the decision making problemen is caused by an execessive amount of information. At last research is done into traditional career counseling and how this counseling can be improved in the future to connect to the needs of the adolescent. After the analysis phase the learning environment of the future is formulated. It also indicates how game designers can communicatewith students through their design. The information gained from the literature is formulated in an opinion with theory and practical examples. This is presented in a suitable product which connects to the needs of the game designer. These practical examples have been formulated based on: literature review, interviews with teachers, students and game designers and on personal experience. The product thus ensures that the game designers can take into account the development of students while designing challenges.
Item Type:Essay (Bachelor)
Be Involved, Den Haag, Nederland
Faculty:ET: Engineering Technology
Subject:21 art forms
Programme:Industrial Design BSc (56955)
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