BEYOND FUN AND GAMES: THE DEEP DIVE INTO GAMIFICATION FOR VOCATIONAL TRAINING
Keywords:
Gamification, Vocational Training, Instructional Design, Andragogy, Skill AcquisitionAbstract
The persistent challenges of learner disengagement and knowledge retention in traditional vocational training necessitate the exploration of innovative pedagogical approaches. Gamification, defined as the integration of game design elements into non-game contexts, has emerged as a promising solution to these issues. Consequently, this paper presents a comprehensive scholarly framework for designing and implementing gamified learning modules tailored specifically for vocational training, with an emphasis on enhancing both skill acquisition and learner engagement. The analysis synthesizes foundational learning theories such as Behaviorism, Cognitivism, and Constructivism with key motivational frameworks, including Self-Determination Theory. It outlines a practical, two-tiered design process using the ADDIE and 6D models, and examines the strategic application of core mechanics such as points, badges, leaderboards, narrative design, simulations, and micro-gamification. The paper also critically reviews empirical evidence of the effectiveness of gamification, highlighting its significant impact on motivation, engagement, and practical skill development. Finally, it addresses the critical challenges, limitations, and ethical considerations inherent in this approach, including the risk of misaligned incentives, data privacy concerns, and the need for greater pedagogical understanding among educators. The framework concludes by outlining key research gaps and proposing a roadmap for future scholarly inquiry, arguing that the success of gamification is contingent upon a theoretically grounded, intentional, research based and ethically aware design process.
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