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Designing an interactive career guidance learning system using gamification

Published: 03 December 2018 Publication History

Abstract

Career counselling is one of the most pressing issues in Namibia. Some youth in Namibia expressed that they do not receive career guidance at all in their high schools. Besides the lack of general career guidance systems, high school students are also not exposed to other sources of information as well as career and educational opportunities. However, given the proliferation of smart mobile phones and cost-effective data plans a gamified career counselling system for mobile devices was developed to complement the existing career systems in Namibia. In this paper we discuss how stakeholders i.e. university and high school students, and career counselors contributed to an interactive career guidance mobile game through participatory co-design workshops. This was done through a game design challenge approach, several workshops and an eventual prototype that will undergo testing in a gameathon soon.

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Cited By

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  • (2024)Towards integrated learning experiences on social media: An exploration of #DayInTheLife videos for career explorationProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661566(1722-1740)Online publication date: 1-Jul-2024
  • (2024)CareerSim: Gamification Design Leveraging LLMs For Career Development ReflectionExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650928(1-7)Online publication date: 11-May-2024
  • (2023)Career Choices and Decisions of Final-Year Education Students at the Rundu Campus of the University of NamibiaJournal of Educational Studies10.59915/jes.2023.22.4.222:4(25-39)Online publication date: Dec-2023
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    cover image ACM Other conferences
    AfriCHI '18: Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities
    December 2018
    373 pages
    ISBN:9781450365581
    DOI:10.1145/3283458
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 03 December 2018

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    Author Tags

    1. career guidance
    2. co-design
    3. games
    4. gamification
    5. youth

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    View all
    • (2024)Towards integrated learning experiences on social media: An exploration of #DayInTheLife videos for career explorationProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661566(1722-1740)Online publication date: 1-Jul-2024
    • (2024)CareerSim: Gamification Design Leveraging LLMs For Career Development ReflectionExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650928(1-7)Online publication date: 11-May-2024
    • (2023)Career Choices and Decisions of Final-Year Education Students at the Rundu Campus of the University of NamibiaJournal of Educational Studies10.59915/jes.2023.22.4.222:4(25-39)Online publication date: Dec-2023
    • (2023)FindMyself: A Mobile Self-Reflection App to Support Students in Career Decision-MakingProceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia10.1145/3626705.3627774(463-476)Online publication date: 3-Dec-2023
    • (2022)Gamification of digital art: promoting speculative design and interactive experienceInteractive Learning Environments10.1080/10494820.2022.211309932:3(1079-1090)Online publication date: 24-Aug-2022
    • (2021)Study the Impact of Gamification on Career Selection for Graduation—A ReviewTechno-Societal 202010.1007/978-3-030-69925-3_17(173-179)Online publication date: 20-Jun-2021

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