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Assessing the Impact of Game Based Pedagogy on the Development of Communication Skills for Engineers

机译:评估基于比赛的教学对工程师沟通技巧的影响

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Communication is a vital component of education for any discipline, but it is essential to an engineering curriculum. Our study has investigated the impact that game-based learning, a form of active learning shown to increase a student's interest and motivation, has on the development of oral and written communication skills within a sophomore level chemical engineering class. Game-based learning incorporates game design elements, such as instantaneous feedback, an immersive nature, and scaffolding techniques, into non-game contexts in order to push students to the edge of their capabilities. In the spring semester of 2014, two sections of this chemical engineering course, entitled Introduction to Chemical Product Design, were taught. While both class sections used traditional lecturing and several active learning strategies, including think-pair share, group discussion, and case studies, only the experimental (game-based) class section utilized game-based pedagogy. However, the same communication curriculum, which included translating scientific information for public audiences and strategies for a good oral presentation, was delivered to both sections. Final written reports and video infomercials, produced as part of a semester long design project, were evaluated by two analysts. The results from each section were then compared to determine the impact of game-based learning on students' achievement in communication skills, both written and oral. The written report was evaluated using the Written Communication VALUE rubric, which was developed by faculty experts sponsored by the Association of American Colleges and Universities. This VALUE rubric evaluates a written report based upon five categories - context of and purpose for writing, content development, genre and disciplinary conventions, sources and evidence, and the control of syntax and mechanics. The video infomercial was evaluated using the Elevator Pitch Evaluation Rubric, created by faculty at Rowan University for a sophomore-level design course. This rubric considers content, organization, style, delivery, and the overall presentation. Both the written and oral assignments were double coded to ensure the quality of the assessment, and an inter-rater reliability measure was calculated for the two analysts. In the comparison of written reports from the games versus non-games sections of the course, the mean overall score was higher for the games-based teams (n=13) compared to the non-games-based teams (n=14), although not significantly. This was likely influenced by the small sample size. This trend also existed with the mean scores for each dimension of the rubric. The same was generally true for the oral (infomercial) results. The games-based teams scored higher than the non-games-based teams on four of the five rubric dimensions, although not significantly. The course instructors were also interviewed to determine their impressions of the differences between the students in the games vs. non-games sections, based upon classroom activities and homework submissions. Finally, this study also examined whether students' perceptions of their development of communication skills within the particular section of the course correlated with their performance on the oral and written assignments. To assess this, a selection of questions from the National Survey of Student Engagement pertaining to perceptions of communications skill development was compared to the scores achieved on the written and oral communication assignments. Based on our small sample of data, we did not find a relationship between student perception and the team's performance.
机译:沟通是任何纪律教育的重要组成部分,但对工程课程至关重要。我们的研究已经调查了基于比赛的学习,一种积极学习的影响,展示了提高学生的兴趣和动机的形式,对大二学生水平化学工程类的口头和书面沟通技巧的发展。基于游戏的学习包括游戏设计元素,例如瞬时反馈,沉浸性的性质和脚手架技术,进入非游戏环境,以便将学生推到能力的边缘。在2014年春季学期,教授了这两部分的化学工程课程,题为介绍化学产品设计。虽然两个类部分使用传统的讲座和几种活跃的学习策略,包括思考对共享,小组讨论和案例研究,只有实验(基于游戏)的课程使用基于游戏的教学法。然而,相同的通信课程包括翻译对公共观众和良好口头呈现的战略的科学信息,交付给这两个部分。作为学期长设计项目的一部分制作的最终书面报告和视频InfoMercial是由两个分析师评估的。然后将每个部分的结果进行比较,以确定基于比赛的学习对学生在沟通技巧中的成就,既有书面和口头。使用书面通信价值标题进行了评估的书面报告,由美国学院和大学协会赞助的教师专家开发。该值Rubric根据五类的三类评估书面报告 - 编写,内容开发,流派和纪律公约,来源和证据以及语法和力学的控制。使用电梯间距评估标题评估了视频信息,由Rowan大学教师进行大二级设计课程。该RUBRIR考虑内容,组织,风格,交付和整体演示。书面和口头分配都是双重编码的,以确保评估的质量,并为两项分析师计算帧间可靠性措施。在与课程中的游戏与非游戏部分的书面报告的比较中,与基于非游戏的团队(n = 14)相比,基于游戏的团队(n = 13)的平均总成绩更高,虽然没有显着。这可能受到小样本大小的影响。这种趋势也存在标题的每个维度的平均分数。对于口腔(InfoMercial)结果,这通常是真实的。基于游戏的团队比五个量规尺寸中的四个基于非游戏的团队得分高,虽然没有显着。课程教练也接受了面谈,以确定他们在课堂活动和家庭作业提交的比赛中学生与非游戏部分之间的差异的印象。最后,本研究还审查了学生对他们在课程的特定部分内的沟通技能发展的看法与他们在口头和书面作业方面的表现相关。为了评估这一点,将各种关于国家学生参与调查的问题选择与沟通技能发展的看法有关的学生参与,并与书面和口头沟通作业的分数进行了比较。根据我们的小数据样本,我们没有找到学生认知与团队的表现之间的关系。

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