Affiliation:
1. RISE IVF, Sweden
2. Nord University, Norway
3. Halmstad University, Sweden
Abstract
Technology education has traditionally been male dominated, and many educator providers struggle to both attract and keep females related to education. Gamification, the use of game elements in a non-game context, has been shown to increase student engagement and inclusion in the learning environment. However, the gamification design and development process has been declared resource-demanding, which has reduced the more tailored approaches resulting in more generic ones. This is contradictory to the findings that gamification designs, especially in instruction, are context dependent. Therefore, this chapter displays an analogue gamification approach that is applied in a real-life environment, a technology vocational school, supporting the teachers' combat of gender inequality and expediting diversity and inclusion.