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A Pretest-Posttest Quasi-Experimental Study for a Game Intervention in an Undergraduate Wireless Communications Course

机译:本科无线通信课程中游戏干预的预测试后准实验研究

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The importance of preparing the next-generation workforce in engineering cannot be overstated. Undergraduate engineering education is vitally important to this venture and must undergo continuous improvements to meet dynamically changing needs in industry research and development. Of the many areas of engineering that benefit from pedagogical innovations, this study focuses on the context of teaching wireless communications. Wireless communications is a dynamic field, responsible for advances in cellular, Wi-Fi, Bluetooth, and other technologies and systems using the wireless medium for communications. Engineers recruited by industry are expected to design new and innovative systems for wireless technologies as the field continues to expand in its applications, which include mobile devices, peripherals, and networks. This constantly changing and evolving industry in wireless communications requires undergraduate engineering students to learn more advanced engineering concepts. We argue that sophisticated principles can be effectively introduced at the undergraduate level. Current state-of-the-art technologies normally taught to graduate students are now being explored in undergraduate education, and novel methods of instruction are necessary to provide a scaffold for advanced learning at the undergraduate level. To enhance learning as interactive decisional aids, serious games in education are proposed to better educate, motivate, and engage students. Games may also be used to acquaint students with machine thought in a robust manner. In this research, a game exploring wireless communication concepts is created. A quasi-experimental study is then performed to determine the effects of an intervention of access to a wireless communication concepts and interactive quiz game on student performance using numerically scored quizzes. This was implemented in a wireless communications course of 30 students in an undergraduate engineering program. Nonparametric comparative analyses are performed to determine the effect of the game intervention so as to answer the following research question: What is the change in student performances in an undergraduate communications course that uses a game intervention to deepen understanding of wireless topics in the course material?
机译:在工程中准备下一代劳动力的重要性不能夸大。本科工程教育对该企业至关重要,必须经历持续改进,以满足行业研究和发展的动态不断变化的需求。在从教学创新中受益的许多工程领域,本研究侧重于教学无线通信的背景。无线通信是一种动态字段,负责使用无线介质进行通信的蜂窝,Wi-Fi,蓝牙和其他技术和系统的进步。工业公司招募的工程师预计为无线技术设计新的和创新系统,因为该领域继续扩展其应用程序,包括移动设备,外围设备和网络。这种在无线通信中不断变化和不断发展的行业需要本科工程学生学习更先进的工程概念。我们认为可以在本科水平中有效地引入精密原则。目前,通常教授研究生的最先进技术现在正在探索本科教育,并在本科水平提供脚手架的新颖性教学方法。为了加强作为互动决策者的学习,提出了教育的严肃游戏,以更好地教育,激励和参与学生。游戏也可用于以强大的方式熟悉机器思想的学生。在这项研究中,创建了一种探索无线通信概念的游戏。然后执行准实验研究以确定使用数值分别评分测验的学生性能对无线通信概念和交互式测验游戏的干预的效果。这是在30名学生的本科工程计划中的无线通信过程中实施。执行非参数比较分析以确定游戏干预的效果,以便回答以下研究问题:本科通信课程中的学生表现的变化是什么,该课程使用游戏干预来深化课程材料中无线主题的理解?

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