Merre tovább?
Project work related to career guidance for high school boys (Project)
DOI:
https://doi.org/10.56665/PADIPE.2023.3.3Keywords:
career guidance, gamified evaluation system, dual training, project work, gamification, electricianAbstract
The central theme of the methodological idea is to assist career guidance, focusing on one of the skill shortages: the electrician. During the implementation of the project, I utilised the method of gamification, using MotiMore, a software that can be applied in a school environment, which greatly strengthens the motivation of students with the gamified assessment method. I consider the development of learners' digital skills as a priority task throughout the project, which, in addition to adapting to the expectations of the current generation, also contributes to students' future prosperity and career choices. After we have encouraged our students to become self-aware while attuning and implementing entry measurement, and also gathering the expectations of the employers together, we create a competitive situation with a four-round contest. During the contest, 21st-century skills emerge such as cooperation, knowledge building, problem-solving, and confident use of digital tools. The students also collect points in groups, while collecting a lot of useful information about the difficulties and advantages of the electrician profession, occupational safety, necessary tools, workflow, etc. We also discuss the problem of electrosmog. A whole round addresses dual training, and what it takes to become a successful professional. Various creative activities ensure that motivation is maintained. Children complete online puzzles and other tasks such as matching, grouping, deciding on true-false statements, reading QR codes, watching short films, etc. As an additional assignment, they create posters, edit business cards, get a taste of marketing, design avatars, etc. The digital diary of the project is an online bulletin board, where students upload the completed products, where their evaluation is easy and transparent.
References
Kovács Tamás–Várallyai László (2018): Gamifikáció, avagy a játékosítás szerepe napjainkban. In: Interna-tional Journal of Engineering and Management Sciences 3. évf. 3. sz. 171-180. p.DOI: 10.21791/IJEMS.2018.3.14 https://ojs.lib.unideb.hu/IJEMS/article/view/5043/4774Utolsó hozzáférés: 2024. 02. 10.
Barbarics M. (2015): Iskolai értékelés gamification alapokon = Oktatás-Informatika, 7. évf.
Fromann Richárd–Damsa Andrei (2016): A gamifikáció (játékosítás) motivációs eszköztára az oktatásban =Új Pedagógiai Szemle, 3-4.sz. https://folyoiratok.oh.gov.hu/uj-pedagogiai-szemle/a-gamifikacio-jatekositas-mo-tivacios-eszkoztara-az-oktatasban Utolsó hozzáférés: 2024. 02. 10.