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Peer-based Gamification of Challenging Concepts in Engineering Education: Lesson Learned

机译:基于同行的工程教育挑战概念的游戏:学习课程

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Empirical data shows gamification use in education has a generally positive impact on learning, but lacks evidence to explain why the effect exists. Also, only instructors' perspective was considered in traditional gamification products development process. The aim of this study is to examine a peer-based gamification process in engineering education, and to provide some insights into the underlying causes of learning through gamification. The process contains: (1) Solicit concepts that instructors deemed as challenging to learn with a survey; (2) Assign concepts to student teams from two senior-level IE classes (Capstone and Human-interaction Design) to develop gamification products. Survey showed instructors expected gamification products to have more effective visualization and in-time feedback during the practice. A total of 12 gamification products were developed at end. Except for two manufactory-domain games, all other products contained Question and Answer sections, making these products more like "advanced homework": homework with interactive elements added. Lesson learned: Instructors tend to see gamification products as tools to assist teaching; while student focused more on the practice given that student teams were assigned instructions to improve future students' learning. This crucial perspective difference between instructors and students must be resolved before gamification products can be effectively used.
机译:经验数据显示教育的群化使用对学习具有一般的积极影响,但缺乏证明效果存在的原因。此外,在传统的博彩产品开发过程中考虑了讲师的角度。本研究的目的是审查工程教育的同行游戏过程,并向通过群体学习的潜在原因提供一些见解。该过程包含:(1)征求教师认为挑战的征求概念; (2)将概念分配给学生团队,从两个高级IE课程(CAPStone和人类交互设计)开发游戏化产品。调查显示,教师预期的群体产品在实践中具有更有效的可视化和时间反馈。最后开发了12种游戏化产品。除了两个制造域游戏外,所有其他产品都包含了问题和答案部分,使这些产品更像是“高级家庭作业”:添加了交互元素的作业。课程学习:教师倾向于将Gamenify产品视为协助教学的工具;虽然学生更多地专注于练习,但鉴于学生团队被指定了改善未来学生的学习的指示。在可以有效地使用游戏化产品之前,必须解决教师和学生之间的这种关键透视差异。

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