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Providing Career Guidance to Adolescents through Digital Games: A Case Study

Providing Career Guidance to Adolescents through Digital Games: A Case Study

Ian Dunwell, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, Kam Star
Copyright: © 2014 |Volume: 4 |Issue: 4 |Pages: 13
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466654341|DOI: 10.4018/ijgbl.2014100104
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MLA

Dunwell, Ian, et al. "Providing Career Guidance to Adolescents through Digital Games: A Case Study." IJGBL vol.4, no.4 2014: pp.58-70. http://doi.org/10.4018/ijgbl.2014100104

APA

Dunwell, I., Lameras, P., de Freitas, S., Petridis, P., Hendrix, M., Arnab, S., & Star, K. (2014). Providing Career Guidance to Adolescents through Digital Games: A Case Study. International Journal of Game-Based Learning (IJGBL), 4(4), 58-70. http://doi.org/10.4018/ijgbl.2014100104

Chicago

Dunwell, Ian, et al. "Providing Career Guidance to Adolescents through Digital Games: A Case Study," International Journal of Game-Based Learning (IJGBL) 4, no.4: 58-70. http://doi.org/10.4018/ijgbl.2014100104

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Abstract

In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than was the case for previous generations. The concept of a “job for life” at a single organization is becoming less prevalent across sectors and cultures. In such a context, traditional approaches to career guidance, which often focused upon identifying a suitable occupation for adolescents at an early stage and establishing a route towards it, are being challenged with the need to communicate the value of transferrable skills and non-linear progression paths. This article explores the role digital games might play in allowing learners to develop these skills as part of a wider careers guidance programme. Through a case study of the “MeTycoon” serious game, the potential reach of such games is discussed, with 38,097 visits to the game's website, and 408,247 views of embedded educational videos. An online survey of players (n=97) gives some insight into their opinions of the game's impact and appeal, with positive comments regarding the design of the game and its emphasis on creating an enjoyable gaming experience whilst providing educational content.

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