Print Email Facebook Twitter The use of digital games in academic maritime education Title The use of digital games in academic maritime education: a theoretical framework and practical applications Author Pruyn, J.F.J. (TU Delft Ship Design, Production and Operations) Date 2023 Abstract In search of a way to bring back the positive aspects of an internship into the curriculum, TU Delft identified serious games as a potential solution. The literature studied showed that games could increase motivation and understanding, leading to improve knowledge retention. This paper has brought these insights together in a framework identifying the benefits that contribute to knowledge retention but also the requirements and risks for the application of serious games to be addressed. These insights were used to explain the success of a longstanding business game course for advanced students first. Next was the development of a virtual reality practice in a first-year course to replace the lost internship. In this case, knowledge retention was improved significantly, albeit only by 5%. Furthermore, in light of the developed framework, the VR simulation is a more balanced approach with fewer risks compared to the more extensive master course. Subject economicseducationgamificationSerious gamestechnology To reference this document use: http://resolver.tudelft.nl/uuid:69af8007-7f1f-4e1d-8c35-4ec5299f3a0e DOI https://doi.org/10.1080/03088839.2023.2174608 ISSN 0308-8839 Source Maritime Policy and Management: an international journal of shipping and port research, 51 (4), 558-571 Part of collection Institutional Repository Document type journal article Rights © 2023 J.F.J. Pruyn Files PDF The_use_of_digital_games_ ... ations.pdf 1.35 MB Close viewer /islandora/object/uuid:69af8007-7f1f-4e1d-8c35-4ec5299f3a0e/datastream/OBJ/view