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Engaging future engineers: the case study of a serious game implementation
Education and Information Technologies ( IF 4.8 ) Pub Date : 2022-09-03 , DOI: 10.1007/s10639-022-11279-y
Laura Romero Rodríguez

Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of engineering students. For that reason, there is a great need to continue providing empirical evidence of experiences proving the positive consequences of new active learning tools.

In this work, a video-game (which would be catalogued as a serious game in the literature) was implemented in a subject traditionally perceived by the students as very complex, at the School of Engineering in Cádiz (Spain). The purpose of the video-game was to provide an entertaining way to review the theoretical concepts taught during the lessons. Since the video-game was successful, another one was developed with the same environment but the theoretical contents of another part of the subject. After implementing the first game, which was played by N = 311 students, 94% of them stated that the game increased their motivation in the subject, and also that the games were very easy to use, very helpful to review the subject and enjoyable. Also, the students who played the games obtained a higher performance compared to the rest (around + 36% higher passing rates). Last of all, a t-student analysis revealed that the mean differences between the exam scores obtained by students who played the games and the exam scores of those who did not play were significant for both games. The impact of gender was also investigated, showing that gender had a small influence on the rating given to the games.



中文翻译:

吸引未来的工程师:严肃游戏实施的案例研究

社会在不断发展,当代学生的需求也在不断变化,这源于整个社会正在进行的数字化发展。游戏化工具越来越多地在教育中实施,因为以前的研究已经证明了它们对培养动机的有用性,特别是在工科学生的情况下。出于这个原因,非常需要继续提供经验证据来证明新的主动学习工具的积极后果。

在这项工作中,在加的斯(西班牙)工程学院,在学生传统上认为非常复杂的学科中实施了一个视频游戏(在文献中将被归类为严肃游戏)。视频游戏的目的是提供一种有趣的方式来复习课程中教授的理论概念。既然电子游戏成功了,就在同样的环境下开发了另一款游戏,但主题的另一部分的理论内容。第一个游戏由 N = 311 名学生玩后,94% 的学生表示该游戏增加了他们对主题的积极性,而且游戏非常易于使用,对复习主题很有帮助,令人愉快。还,与其他人相比,玩游戏的学生获得了更高的表现(通过率高出大约 + 36%)。最后,一项 t 学生分析显示,玩过游戏的学生的考试成绩与没有玩过的学生的考试成绩之间的平均差异在两种游戏中都很显着。还调查了性别的影响,表明性别对游戏的评分影响很小。

更新日期:2022-09-03
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