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Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
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Christopher Sadorge; Monika Nerland; Åsa Mäkitalo – Vocations and Learning, 2024
Professional learning at work is related to the opportunities to participate in explorative and constructive practices. Co-designing tools and technologies to support work offers such opportunities, which need to be better understood in the field of professional and vocational learning. As digitalisation initiatives become more ambitious and aim…
Descriptors: Allied Health Occupations, Foreign Countries, Health Services, Patients
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Stephen Billett; Anh Hai Le – International Journal for Research in Vocational Education and Training, 2024
Purpose: Globally, countries with both developed and developing economies are struggling to secure sufficient participation in vocational education to generate the range and quantum of skills required for their communities and realising national social and economic goals. In an era of high aspiration, vocational education and the occupations it…
Descriptors: Vocational Education, Health Services, Labor Force Development, Secondary School Students