Waypass: A Gamified Self-Knowledge Quest for Teenagers

Oscar García, J. Serra, Judith Membrives, Juan Jose Juarez
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引用次数: 3

Abstract

Teenagers need some guidance in order to decide the itinerary that best suits their competences and professional interests. They need to be aware of their abilities, a fundamental knowledge to have a successful access to the labour market. This short paper presents the preliminary results of an edutainment platform, Waypass, a gamified tool conceived to guide and empower young people during their vocational development process, as well as to get help from careers advisers and to share and look-up contents with the latest information. Waypass looks like a game and happens where they like to be. In fact, it works as they do: by challenging and helping them learn by discovery. It is a customer centric approach to educational guidance and social inclusion.
《Waypass:青少年游戏化的自我认知探索
青少年需要一些指导,以决定最适合他们的能力和职业兴趣的行程。他们需要了解自己的能力,这是成功进入劳动力市场的基本知识。这篇短文介绍了一个教育娱乐平台Waypass的初步成果,这是一个游戏化的工具,旨在指导和授权年轻人在他们的职业发展过程中,以及从职业顾问那里获得帮助,分享和查找最新信息的内容。Waypass看起来像一个游戏,发生在他们喜欢的地方。事实上,他们就是这样做的:通过挑战和帮助他们在发现中学习。这是一种以客户为中心的教育指导和社会包容方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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