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UPA Perpustakaan Universitas Jember

Game-based learning for maritime education and training: the case of Trader of the World

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For educational and/or training purposes, games are often described as
multimodal texts, where signs, gestures, images, habits, behaviors, sounds, etc. have
different meanings according to the way and the context they are represented. During
their execution, a large variety of strategies can be employed; images, words, sounds,
music, movement, and even bodily sensations can provide the necessary factors. More
importantly, when games are integrated in an educational (or training) activity, it is
essential to record solid evidence that the targeted learning outcome is achieved. Gamebased
learning (GBL) for seafarers is a multifactor domain combining educational
psychology, learning theories, instructional design, computer game technology, and last
but not least, research in the maritime field. In order to create the appropriate framework,
there is a need to combine three different scientific areas (education design,

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