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Assessment of game-based learning strategies in teaching food and beverage services to technical-vocational students at vineyard international polytechnic college

Abstract

Game-based learning teaching strategy in technical-vocational education often unexplored in sustaining student engagement and optimizing academic performance, particularly in skill-based courses like Food and Beverage Services. While game-based learning has been widely studied in general education, there is limited research on its effectiveness in technical-vocational settings where hands-on training and industry-specific competencies are essential. This study addresses this gap by exploring how game-based learning strategies impact both academic performance and student engagement in a technical-vocational context. This research employs a quasi-experimental design to compare the effectiveness of traditional teaching strategy with game-based learning in food and beverage services course. Conducted over an eight-week intervention, students were divided into control and experimental groups. Academic performance was assessed through pre- and post-tests, while engagement levels were measured using an adopted and validated Likert-scale survey questionnaire. This structured approach ensures a comprehensive analysis of how game-based learning teaching strategy enhance learning outcomes in technical-vocational education. Results indicate that game-based learning substantially enhances both academic performance and student engagement compared to conventional teaching strategy. The interactive and competitive elements of game-based strategies encourage active participation, deepen comprehension of technical competencies, and create a more immersive learning experience. These findings underscore the potential of integrating gamified instructional strategies into Technical-Vocational Education and Training (TVET) to better align with students’ learning preferences and industry expectations. Thus, the study provides compelling evidence for adopting game-based learning as a means to enrich technical-vocational education. Future research should explore the scalability and long-term impact of game-based learning strategies across various vocational disciplines, ensuring their effective implementation in preparing students for real-world career demands.

Educational Games and GamificationEducational Practices and PoliciesCompetency Development and EvaluationVocational educationVineyardMathematics educationMedical educationComputer scienceMarketingPsychologyPedagogyBusinessGeography

Funding

  • Virginia Innovation Partnership Corporation
  • Commission on Higher Education
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