Playing for the future : the role of gameplay, narrative and fun in computer games-based training

This research demonstrates the ways in which computer games can provide a context for effective skill acquisition and knowledge transfer in vocational education and training (VET). In particular, it focuses on how they might increase learner engagement in theoretical subjects. The study examined the rationale behind making a pedagogical shift from content delivery to designing experience. It further investigated whether games-based learning has the potential to add meaning and relevance to VET outcomes through considering the impact of the game components of narrative, fun and gameplay in a games-based learning activity system. The study utilised a Design Based Research methodology, within an Activity Theoretical framework.