This Research Full paper focuses on perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game that was designed to improve engineering intuition and knowledge of statics. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. Purpose/Hypothesis: The purpose of this study was to explore the perceptions, appeal, and opinions about the efficacy of educational online games among a diverse population of students in an engineering mechanics statics course. It was hypothesized that compared to majority groups (e.g., men, White), women of color who are engineering students would experience less connections to the online educational game in terms of ease of use and level of frustration while playing. It is believed that these discordant views may negatively influence the game's appeal and efficacy towards learning engineering in this population of students. Design/Method: The Technology Acceptance Model (TAM) is expanded in this study, where the perspectives of women of colour (Latinx, Asian and African American) engineering students are explored. The research approach employed in this study is a mixed-method sequential exploratory design, where students first played the online engineering educational game, then completed a questionnaire, followed by participation in a focus group. Responses were initially analyzed through open and magnitude coding approaches to understand whether students thought these educational games reflected their personal culture. Results: Preliminary results indicate that though the majority of the students were receptive to using the online engineering software for their engineering education, merely a few intimated that they would use this software for engineering exam or technical job interview preparation. A level-one categorical analysis identified a few themes that comprised unintended preservation of inequality in favor of students who enjoyed contest-based education and game technology. Competition-based valuation of presumed mastery of course content fostered anxiety and intimidation among students, which caused some to "game the game" instead of studying the material, to meet grade goals. Some students indicated that they spent more time (than necessary) to learn the goals of the game than engineering content itself, suggesting a need to better integrate course material while minimizing cognitive effort in learning to navigate the game. Conclusions: Preliminary results indicate that engineering software's design and the way is coupled with course grading and assessment of learning outcomes, affect student perceptions of the technology's acceptance, usefulness, and ease of use as a "learning tool." Students were found to have different expectations of serious games juxtaposed software/apps designed for entertainment. Conclusions also indicate that acceptance of inquiry-based educational games in a classroom among diverse populations of students should clearly articulate and connect the game goals/objectives with class curriculum content. Findings also indicate that a multifaceted schema of tools, such as feedback on game challenges, and explanations for predictions of the game should be included in game/app designs.
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(Re)Engaging Novice Online Learners in an Educational Programming Game
Many people are learning programming on their own using various online resources such as educational games. Unfortunately, little is known about how to keep online educational game learners motivated throughout their game play, especially if they become disengaged or frustrated with their task. Keeping online learners engaged is essential for learning programming, as it may have lasting effects on their views and self-efficacy towards computer science. To address this issue, we created a coarse-grained frustration detector that provided users with customized, adaptive feedback to help (re)engage them with the game content. We ran a controlled experiment with 400 participants over the course of 1.5 months, with half of the players playing the original game, and the other half playing the game with the frustration detection and adaptive feed- back. We found that the users who received the adaptive feedback when frustrated completed more levels than their counterparts who did not receive this customized feedback. Based on these findings, we believe that adaptive feedback is essential in keeping educational game learners engaged, and propose future work for researchers and designers of online educational games to better support their users.
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- PAR ID:
- 10172569
- Date Published:
- Journal Name:
- Journal of computing sciences in colleges
- Volume:
- 35
- Issue:
- 8
- ISSN:
- 1937-4771
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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The perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game are explored. The engineering game of interest was designed to improve engineering intuition and knowledge of engineering mechanics in a statics course. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students’ perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. A mixed method sequential analysis informed by the Technology Acceptance Model was performed to ascertain the experiences of one hundred and thirty-two students. Women of colour indicated that going to the next challenge level in the game made them feel as though they had increased their engineering knowledge to a higher degree than their male counterparts, this group also indicated higher levels of frustration than their male and Caucasian woman counterparts. Additional studies are need to more definitive conclusions.more » « less
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