Evaluating the effectiveness of digital-game-based learning for professional upskilling
Associate Professor Goh Yang Miang, National University of Singapore
This study examines the effectiveness of digital game-based learning (DGBL) through empirical testing of a theoretical authentic learning environment (ALE) model building on a model previously developed by the research team that comprises three factors (task authenticity, knowledge co-construction, and expert modelling) for achievement of surface learning (i.e. knowledge retention) and deep learning (application, re-contextualisation, and innovation). The outcome of the research will be a toolkit for evaluating DGBL and a protocol of designing, fitting and evaluating DGBL for professional upskilling.
Project Summary by PI hereFrom classroom training to workplace practice: Understanding workers’ learning motivation, skill acquisition and skill utilisation in the context of Continuing Education and Training (CET)
Dr Lee Ai Noi, National Institute of Education, Nanyang Technological University
Continuous education and training (CET) opportunities available to workers is crucial to ensure a relevant and resilient workforce. Using a three-time point design of data collection, this study aims to examine the influence of individual and workplace situational factors on workers’ learning motivation, skill acquisition and skill utilisation before and after completion of a CET course; and whether a more structured workplace learning context can increase the likelihood of individual skill utilisation.
Project Summary by PI hereIdentifying the Motivational Tipping Point for Lifelong Learning: One Size Does Not Fit All
Dr Cheong Kang Hao, Singapore University of Technology and Design
This project broadly aims to apply an opinion dynamics model in the context of adult education. Specifically, it aims to apply an opinion dynamics model to explore motivation and structural factors for taking up lifelong learning courses in Singapore.
Project Summary by PI hereCurrently Closed