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			<titleStmt><title level='a'>An initial exploration of the perspectives and experiences of diverse learners’ acceptance of online educational engineering games as learning tools in the classroom</title></titleStmt>
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				<date>10/01/2019</date>
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				<bibl> 
					<idno type="par_id">10158519</idno>
					<idno type="doi">10.1109/FIE43999.2019.9028605</idno>
					<title level='j'>An initial exploration of the perspectives and experiences of diverse learners' acceptance of online educational engineering games as learning tools in the classroom</title>
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					<author>Kimberly Cook-Chennault</author><author>Idalis Villanueva</author>
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			<abstract><ab><![CDATA[This Work-In-Progress falls within the research category of  study  and,  focuses  on  the  experiences  and  perceptions  of  first-  and   second   year   engineering   students   when   using   an   online   engineering  game  that  was  designed  to  enhance  understanding  of  statics  concepts.  Technology  and  online  games  are  increasingly  being   used   in   engineering   education   to   help   students   gain   competencies in technical domains in the engineering field. Less is known  about  the  way  that  these  online  games  are  designed  and  incorporated into the classroom environment and how these factors can   ignite   inequitable   perspectives   and   experiences   among   engineering  students.    Also,  little  if  any  work  that  combines  the  TAM model and intersectionality of race and gender in engineering education has been done, though several studies have been modified to  account  for  gender  or  race.    This  study  expands  upon  the  Technology Acceptance Model (TAM) by exploring perspectives of intersectional   groups   (defined   as   women   of   color   who   are   engineering  students).    A  Mixed  Method  Sequential  Exploratory  Research Design approach was used that extends the TAM model.  Students  were  asked  to  play  the  engineering  educational  game,  complete  an  open-ended  questionnaire  and  then  to  participate  in  a  focus group. Early findings suggest that while many students were open  to  learning  to  use  the  game  and  recommended  inclusion  of  online   engineering   educational   games   as   learning   tools   in   classrooms,  only  a  few  indicated  that  they  would  use  this  tool  to  prepare  for  exams  or  technical  job  interviews.    Some  of  the  main  themes identified in this study included unintended perpetuation of inequality   through   bias   in   favor   of   students   who   enjoyed   competition-based learning and assessment of knowledge, and bias for  students  having  prior  experience  in  playing  online  games.    Competition-based  assessment  related  to  presumed  learning  of  course content enhanced student anxiety and feelings of intimidation and led to some students seeking to “game the game” versus learning the  material,  in  efforts  to  achieve  grade  goals.    Other  students  associated use of the game and the classroom weighted grading with intense  stress  that  led  them  to  prematurely  stop  the  use  of  the  engineering tool. Initial findings indicate that both game design and how  technology  is  incorporated  into  the  grading  and  testing  of  learning    outcomes,    influence    student    perceptions    of    the    technology’s usefulness and ultimately the acceptance of the online game as a "learning tool."  Results also point to the need to explore how  the  crediting  and  assessment  of  students’  performance  and  learning  gains  in  these  types  of  games  could  yield  inequitable  experiences in these types of courses.]]></ab></abstract>
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