DIGITAL LIBRARY
VIDEO GAME-BASED LEARNING IN TECHNICAL EDUCATION: A COMPARATIVE IMPLEMENTATION IN HIGHER EDUCATION AND VOCATIONAL TRAINING
University of La Rioja (SPAIN)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 1311
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.1311
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Engaging students in technical subjects remains a persistent challenge, particularly in learning environments where conceptual understanding must be combined with the acquisition of procedural knowledge. Video game-based learning (VGBL) has emerged as a promising strategy to promote active learning through interactive digital environments. However, empirical evidence on how similar VGBL designs perform across different educational contexts remains limited. This study examines the implementation of the same VGBL instructional approach in two technical education settings: undergraduate engineering programs and vocational training in electromechanical maintenance. In both interventions, educational video games were created using the SGAME authoring platform (https://sgame.etsisi.upm.es/) and integrated course content through question-based challenges embedded within gameplay. The pedagogical design and evaluation methodology were consistent across contexts, using a pre-test/post-test approach to assess knowledge acquisition.

The first intervention was conducted with engineering students enrolled in a Project Management course. Results indicate a positive impact on students’ academic performance, with significant improvements in post-test scores among participants who engaged with the games. Additionally, a moderate relationship was observed between the time spent interacting with the games and students’ performance in course assessments. The same instructional strategy was implemented in a vocational training course aimed at reinforcing the acquisition of technical knowledge. In this context, learning outcomes were more heterogeneous.

The comparison of both implementations suggests that while video game-based learning can support knowledge acquisition, its effectiveness may depend on contextual factors such as educational level, learner characteristics, and learning environment. These findings contribute to the understanding of how game-based learning strategies can be adapted across different levels of technical education.
Keywords:
Game-Based Learning, Educational video games, Engineering education, Vocational education, Technology-enhanced learning.