Total views : 455

Use of Serious Games to Teach Engineering Design Fundamentals

P. K. Raju *, Pramod Rajan

Affiliations

  • Department of Mechanical Engineering, 418 Wiggins Hall, Auburn University, Auburn, Alabama, United States

DOI:

Abstract


There is a strong need to infuse engineering content and design principles for student learning into diverse K-12 technology education(Gattie etal., 2007; Hailey et al., 2005).Over the past decade, almost $3 billion has been invested in educational technology. In 2012, more than $1 billion was raised for educational technology to improve student motivation and learning processes (Nordin, 2013). With the investment in technology and the need for new instructional techniques to improve student learning, we investigate new innovative instructional materials like serious games and check their effectiveness at the K-12 level to infuse interest in the students to pursue STEM majors. Engineering design is hard to learn and harder to teach.Engineering design skills cannot be adequately taught in lectures alone; a more active learning experience is required (Albers et al., 2009).Serious games can be used for education at all levels, from preschool and elementary school, through middle school and high school, into colleges and universities, and even into the job market.

In this paper, we talk about the design, development and implementation of an engineering design serious game developed by Toolwire,a company with expertise in educational technologies in partnership with the Laboratory for Innovative Technology and Engineering Education (LITEE), a university center with extensive expertise in educational pedagogy and theories. The objective was to provide an active learning experience linking the engineering design process to a real-world simulation.A mixed methods approach (Creswell, 2013) was used to evaluate the effectiveness of the serious game. Analysis of the results showed that the students enjoyedworkingwith the serious game and this experience helped them in understanding the design process in a more effective manner.


Keywords

Serious Games, Engineering Design, Real-World, Active Learning Experience.

Full Text:

 |  (PDF views: 67)

References


  • AdamNordin(2013),http://www.milkeninstitute.org/ events/gcprogram.taf?function=detail&eventid=gc1 3&EvID=4114, Accessed on July 1, 2015
  • Albers, A., Sauter, C., Maier, T., Geier, M., & Ottnad, J. (2009, January). Academic Engineering Design Education in a Realistic Environment. ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (pp. 565-573).
  • Cannon-Bowers, J. (2006). The state of gaming and simulation. In training 2006 conference and expo, Orlando, FL.
  • Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd edition). Hillsdale, NJ: Lawrence Erlbaum Associates
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661686.
  • Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage Publications, Incorporated pp 219-224.
  • Duning, B.S., M.J. Van Kekerix, and L.M. Zaborowski (1993), "Reaching Learners through Telecommunications," Jossey-Bass Publishers, San Francisco, CA
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
  • Gattie, D. K., & Wicklein, R. C. (2007). Curricular value and instructional needs for infusing engineering design into K-12 technology education, Journal of Educational Technology, Vol. 19 No.1.
  • Hailey, C., Erekson, T., Becker, K., & Thomas, M. (2005). National Center for Engineering and Technology Education. The Technology Teacher. 64(5) 23-26.
  • Kearney, P. (2005). Cognitive calisthenics: Do fps computer games enhance the player's cognitive abilities? Paper presented at the DiGRA 2005 Changing Views: Worlds in Play International Conference, Vancouver, Canada.
  • Kearney, P. & Pivec, M. (2007). Recursive loops of game based learning. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications. Vancouver, 2007, pp. 2546 - 2553
  • Klingberg, T., Forssberg, H., & Westerberg, H. (2002). Increased brain activity in frontal and parietal cortex underlies the development of visuospatial working memory capacity during childhood. Journal of cognitive neuroscience, 14(1), 1-10.
  • Leidner, D.E., and S.L. Jarvenpaa, (1993) "The Information Age Confronts Education: Case studies on Electronic Classrooms, "Information systems Research, 4(1), p 24-54
  • National Science Foundation, (2013 ). http://www.nsf.gov/pubs/2013/nsf13601/nsf13601.htm, Accessed July 1, 2015.
  • Pahl, G., Beitz, W., Schulz, H. J., & Jarecki, U. (2007). Engineering design: a systematic approach: Springer.
  • Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
  • Prensky, M. (2005). "Engage Me or Enrage Me": What Today's Learners Demand. Educause review, 40(5), 60.
  • Rajan, P.(2013). Development and Testing of Innovative Instructional Materials to Improve Student Learning in Engineering Classes - Case Studies, Smart Scenarios and Serious Gam es. Retrieved from Auburn Electronic Theses and Dissertation, 2013, Available from: http://hdl.handle.net/10415/3839
  • Rajan, P., Raju, P.K., Gill, J. T. (2014) Impact of Engineering Design Serious Game on Student Learning in a K-12 Curriculum. 121st ASEE Annual Conference & Exposition,June 15-18, Indianapolis
  • Smith PS, Weiss IR. (2010). Report of the Project Activity and Findings.Assessing Teacher Learning About Science Teaching (ATLAST)(EHR-0335328). Chapel Hill, NC: Horizon Research Inc., http:/ /www. horizonresearch.com/atlast/uploads/Annual Reports/Yr 7 Activities and Findings EHR-0335328.pdf, Accessed July 1, 2015.
  • Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.



DOI: