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A Skill tree Method to Identify and map in-game Skills to out-of-game Contexts
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0001-9287-9507
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
2021 (English)In: Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021 / [ed] Panagiotis Fotaris, Reading: Academic Conferences and Publishing International Limited, 2021, p. 72-79Conference paper, Published paper (Refereed)
Abstract [en]

Gamification is the application of game design elements in non-gaming contexts to reach some purposes. It has been proposed as a solution in several domains, such as teaching, corporate training and healthy living. This paper presents the design and evaluation of the skill tree method which is a part of a gamified approach to motivate and support NEET-youth (Not in Education, Employment or Training) to leave their isolation and take steps towards better inclusion in society. The overall approach is based on two principles: 1) it targets adolescents with an interest in games 2); it utilizes their interest in games as the starting point for the intervention. Part of the intervention is based on a skill tree which maps in-game skills to out-of-game skills and visualizes the output so that the participant can become better aware of how their interest can drive personal development towards societal participation. The paper presents an evaluation of the skill tree method from the project staff perspective. The findings are positive but some need for improvements in the method as well as the tool were identified.

Place, publisher, year, edition, pages
Reading: Academic Conferences and Publishing International Limited, 2021. p. 72-79
Series
Proceedings of the European Conference on Games-based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Keywords [en]
Gamification, NEET, skill tree, effects, socialization
National Category
Interaction Technologies
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
URN: urn:nbn:se:his:diva-20627ISI: 000758457500008Scopus ID: 2-s2.0-85120715363ISBN: 978-1-914587-12-2 (print)ISBN: 978-1-914587-13-9 (electronic)OAI: oai:DiVA.org:his-20627DiVA, id: diva2:1600993
Conference
15th European Conference on Game Based Learning ECGBL 2021, A Virtual Conference hosted by The University of Brighton, UK, 23-24 September 2021
Projects
Studio Ludum
Funder
European Social Fund (ESF)
Note

10.34190/GBL.21.011

Available from: 2021-10-06 Created: 2021-10-06 Last updated: 2024-07-08Bibliographically approved

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Scopushttps://www.academic-bookshop.com/ourshop/prod_7645275-ECGBL-2021-Proceedings-of-the-15th-European-Conference-on-Game-Based-Learning.htmlhttps://research.brighton.ac.uk/en/publications/ecgbl-2021-proceedings-of-the-15th-european-conference-on-game-ba

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Backlund, PerErlandsson, PatrikAndersson, Jimmy

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CiteExportLink to record
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Output format
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