Year: 2016
Author: Marino, Matthew, Vasquez, Eleazar, Basham, James
Type of paper: Abstract refereed
Abstract:
Emerging technologies, such as educational video games, have the potential to increase the accessibility of learning materials, promote 21st Century skills, and improve students’ attitudes toward full-time employment (Access STEM, 2008). Unfortunately, the lack of an accessible, coherent career planning system has left many high school students unprepared to meet the rigorous demands associated with being college and career ready (Choitz, Soares, & Pleasant, 2010). Transition planning is essential for preparing students to be college and career ready. An essential component of this planning is the identification of realistic career opportunities. This process is often costly and time consuming. The present study examined the potential of a video game to provide career exploration activities for students across a range of ability levels. These included students with a range of disabilities (n=70), English language learners (n=49), and students without disabilities (n=327) across a mix of special education and general education classrooms. Findings suggest the software can provide students with virtual career experiences at a reduced cost. In addition, students found the software to be engaging and beneficial for career planning. This material is based on work supported by the National Science Foundation under grant number 1519717. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.