Review of Research in Games-based Approaches with Examples in Engineering Education
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Although Games-based learning (GBL) has been widely used in a selection of subject areas, especially Business within the Higher Education (HE) sector there appears to be limited application in Engineering and Technology (E&T). It’s effectiveness as a learning or training tool, especially in this subject area appears to be largely unclear although some research supports the view that learning and attitudes towards it are improved by game-based activities [Bodnar et al, 2016]. Therefore, the main aim of this research is to evaluate the effectiveness of GBL within a Computer Aided Design and Manufacture (CAD/CAM) undergraduate module. A simple in-class game was applied to an experimental group and the end of year results of the assessment element were compared to the control group in order to evaluate and quantify the differences in performance. Guidelines for good GBL design by applying Flow theory [Csikszentmihalyi, 1990, 1996] were followed and future gaming activity is proposed for enhancing teaching and learning within Design and Manufacturing modules for Engineering and Technology subject areas.
Keywords: Game-based learning (GBL); game design; Motivated learning; Group collaboration in learning