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Unified TVET Program Registration & Accreditation System

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Training and Assessment of 21st Century Skills in TVET Schools

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Training and Assessment of 21st Century Skills in TVET Schools

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The I's Have It_A Framework for Serious Educational Game Design

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Gamification and Game-Based Learning_Two Strategies for the 21st Century

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Developing a Theory of Gamified Learning_Linking Serious Games and Gamification of Learning

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Does Gamification Work_A Literature Review of Empirical Studies on Gamification

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21st Century Skills_Preparing Students for the Future

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Difficulties: 21st Century Skills in Vocational Education

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Difficulties: 21st Century Skills in Vocational Education

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Difficulties in Implementing 21st Century Skills Competence in Vocational Education Learning

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Value, Training, and Assessment

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21st Century Skills in Philippine TVET Students

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21st Century Skills in Philippine TVET Students

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21st Century Skills_What are they and How do We Assess Them

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Gamification & tech in education | Thomas Tsoulias & Konstantinos Reppas | TEDxUniversityofMacedonia

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The Effective Use of Game-Based Learning in Education | Andre Thomas | TEDxTAMU

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21st Century Skills in Technical and Vocational Education

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21st Century Skills in Technical and Vocational Education

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Serious games is an umbrella term for any game-based initiative that has a 'serious' agenda. Serious games are often used in learning and development (L&D) and education to help drive engagement and better outcomes.

The global market for serious games is expected to reach a value of $25.6bn by 2026. This is a growth sector that isn't showing any signs of slowing down. You only have to look at what our good friend Karl Kapp says about the matter:

By this stage, you're probably crying out for some examples of serious games. Well, you're in luck! Here's a list of 12 ways the world has been transformed by play.

12 Serious Games That Changed The World

1. Microsoft Flight Simulator (1982)

Flight Simulators are the grandfathers of serious games so it seems only right to mention the most successful commercial flight simulator of them all. Going since 1982 Microsoft Flight Simulator was designed to be a comprehensive simulation of civil aviation and it's one of the few non-combat flight simulators in existence.

2. Tiltfactor Laboratory (2003)

Established in 2003, serious game research centre, Tiltfactor Laboratory, saw success in the last few years with their innovative card games. The company's motto is "Game Design for Social Change" and with learning games like Pox and Awkward Moment, they teach players about serious topics like the impact of the anti-vaccination movements and avoiding social stereotypes.

3. A Force More Powerful (2006)

In 1999, PBS released A Force More Powerful, a documentary about non-violent resistance. Breakaway Games developed a video game based on the series in collaboration with one of the leaders of Serbia's Otpor! Movement. The game was designed to teach nonviolent methods for waging conflict using player-built scenarios.

4. Darfur is Dying (2006)

Between its launch in April 2006 and the following September, Darfur is Dying attracted 800,000 players. Under the umbrella of 'serious games', it is classified as a news game. In the journalistic spirit of exposing the truth, Darfur is Dying helped to shed a light on the war in Darfur and the consequent humanitarian disaster.

5. PeaceMaker (2007)

Originally a university project, PeaceMaker became 'a video game to promote peace', focused on the Israeli-Palestine conflict. In this government simulator, players need to represent one of the sides and make social, political and military decisions. The positive and negative consequences of these decisions teach the players about a vastly complex situation.

6. World Without Oil (2007)

"Play it - before you live it." So reads the tagline for World Without Oil, an alternate reality game (ARG) that lasted for 32 days in April-June, 2007.

The game sought to make players understand how an oil crisis might affect their lives by getting them to describe how the crisis is affecting their area. After the 32 days were up, the game produced a valuable record to help anticipate problems and avoid a worst-case-scenario.

7. FoldIt (2008)

Three years after its release, players of the online puzzle game, FoldIt helped decipher the crystal structure of the Mason-Pfizer monkey virus, an AIDS-causing virus. Although the solution had troubled medical science for the preceding 15 years, the combined efforts of thousands of players produced an accurate model of the enzyme in only 10 days.

8. IBM City One (2010)

With the world becoming more industrialised, IBM's City One provides a comprehensive educational resource. City One is designed to simulate the complexities of urban planning from water management to financial planning. Maxis' SimCity created a similar challenge over 20 years previously. The reason SimCity isn't on this list is that it was primarily designed for entertainment.

9. Amnesty the Game (2011)

In this game, players take the role of a Special Amnesty International Agent tasked with convincing populations and governments to abolish the death penalty. While the game does a lot to publicise the work of Amnesty International in general, it also encourages people to consider a politically volatile subject from new angles.

10. Superbetter (2012)

Superbetter is the brainchild of Jane McGonigal - world-renowned gamification guru. After she suffered a concussion in 2009, the resulting symptoms left Jane feeling depressed and suicidal.

While she recovered, she created Jane the Concussion-Slayer, a game designed to treat her condition (as well as keeping her occupied). Seeing the success of JtC-S, she renamed it 'Superbetter' and developed a gamified application to help people achieve goals and overcome obstacles.

11. Pacific: The Leadership Game (2015)

Pacific, developed by Gamelearn, claims to be the first serious game focusing on leadership training. It takes contributions from over 200 leading executives and CEOs and forges them into a survival game. To win, you have to guide a group of characters who are lost on an island in the Pacific.

As you would expect this provides plenty of opportunities to practice leadership skills such as communication, delegation, coaching, performance evaluation and so on. Only the best leaders survive, so this is the ultimate test!

12. Minecraft Education Edition (2018)

Minecraft is the best-selling video game of all time, with over 238 million copies sold at the time of writing. It's a sandbox game, where players explore a procedurally generated 3D world to discover and extract raw materials, craft items, build structures and so on.

Minecraft Education Edition contains features that make the game more accessible and effective in a classroom setting. It helps to build STEM skills, unleash player creativity and drive better problem-solving capability. More than anything else, it helps educators to meet their students where they already are and creates learning experiences through a familiar and engaging environment.
To find out how Growth Engineering is using gamification and game-based learning to change the online learning world, check out our Guide to Gamification!

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12 Serious Games that Changed the World - Growth Engineering

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Serious games is an umbrella term for any game-based initiative that has a 'serious' agenda. Serious games are often used in learning and development (L&D) and education to help drive engagement and better outcomes. The global market for serious games is expected to reach a value of $25.6bn by 2026.

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Video games whose elements could have educational value

1. Role Playing Games
2. Real-Time Strategy Games
3. Park Management Games
4. 4X (eXplore, eXpand, eXploit, eXterminate) Games.

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Games that have educational or training purposes

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A Digital Distribution Platform for TVET Games for Training and Assessment of 21st Century Skills

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A Digital Distribution Platform for TVET Games for Training and Assessment of 21st Century Skills

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Could also possibly have a community driven service where developers and teachers alike share their ideas and games they've developed to help assess and train 21st Century Skills

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Gamification: Game elements applied to non-game, learning contexts

Game-Based Learning: Using games for learning and assessment