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A DIGITAL GAME FOR COMPETENCE MAPPING USED IN ADULT EDUCATION

Daffeh, Dembo; Ikegwuonu, Nkiru (2020)

 
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Final thesis Nkiru Ikegwuonu and Dembo Daffeh.pdf (1.806Mt)
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Daffeh, Dembo
Ikegwuonu, Nkiru
2020
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202005047145
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ABSTRACT
Dembo Daffeh and Nkiru Ikegwuonu
A Digital game for competence mapping used in adult education 46 p., 4attachments
May 2020
Diaconia University of Applied Sciences
Bachelor`s Degree programme in Social Services
Bachelor of Social Services
This product-based thesis aims to promote the social inclusion of immigrant adults to find the right path into Finnish society through education. Education is a necessary tool used to integrate people into society and help adjust in the unfamiliar environment, therefore, supporting the welfare society of Finland.
The digital game used for competence mapping was conducted together with our working life partner Helsinki Skills Centre. The target group were the immigrant adults associated with the Helsinki Skills Centre.
What we aim to achieve with our digital game is for immigrant adults to find their skills and strength, therefore, shall help assess the right services needed to find the right education for their needs. This is valuable information when integrating to Finnish society through education.
The competence mapping used at the Helsinki Skills Centre is a fantastic way to assess the right study/work path through an individual’s strength and knowledge. This method is used worldwide by professionals in the social field as well as others.
The digital game was built with the help of a platform called Seppo Io. Seppo Io is used in mobile training and teaching mainly by teachers.
The digital game was built after collecting and processing the data from the stakeholders and target group. The data collected was sorted, rewritten and converted for the digital game. The writers of this thesis narrated the process of producing the digital game as an educational tool as well as evaluation and future guidance.
Our digital game used for competence mapping was then licensed by Helsinki Skills Centre and they held all rights to the game
Keywords: Immigrant adults, Immigration, Integration, Finland, Helsinki Skills Centre, Education, Competency mapping, Employment.
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