面向工业4.0的中职高中生基于游戏的创业学习

Indra Febrianto, H. Kusdiyanti, Chau Kien Tsong
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引用次数: 1

摘要

本研究旨在分析面向工业4.0的中职高中生基于游戏的创业学习。本研究采用文献回顾法,通过提供清晰、事实、逻辑和系统的讨论,进行描述性分析。本研究采用内容分析法。本研究结果表明,在创业学习过程中,技术实施无疑是学生在4.0工业中获得能力的必要条件。这些能力包括社会技能,这是工业4.0时代的跨职能技能之一,可以通过社会创业来实现。此外,基于游戏的学习可以有效地用于提供新的不同的学习体验。这些经验是:1)边做边学,2)反思式学习,3)情境式学习,4)危机式学习。这种学习是为职业高中学生准备迎接工业4.0的另一种解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAME BASED ENTREPRENEURSHIP LEARNING FOR VOCATIONAL HIGH SCHOOL STUDENTS IN FACING 4.0 INDUSTRY
This study aims to analyze game-based entrepreneurship learning conducted on vocational high school students in facing Industry 4.0. This research used a literature review method with descriptive analysis through the provision of clear, factual, logical, and systematic discussion. This research used content analysis. The results of this study suggest that technology implementation is unquestionably required in the entrepreneurship learning process for the attainment of students' competences in the 4.0 Industry. Those competencies include social skills, one of the cross-functional skills, in the 4.0 Industry era that can be implemented through social entrepreneurship. In addition, game-based learning is effective to be applied to offer new different learning experiences. Those experiences are 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This learning is an alternative solution to prepare vocational high school students to encounter the 4.0 Industry.
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