Engaging Engineering Education: A Gamification-Based Learning Approach

This work-in-progress research-to-practice paper introduces the Gamified Learning Puzzle (GLP) platform to enhance student engagement and learning effectiveness in engineering education through gamification. The GLP platform design is tailored towards the sequential and prerequisite-based nature of engineering courses whilst being extendable to other disciplines as well. The platform is developed as a web-based application, removing the need for learners to be in a specific location or use a particular device. The back-end development utilizes the Django framework, chosen for its feature-rich environment, and MySQL for robust database management. Key gamification elements such as “Points”, “Levels/Iteration”, and “Feedback” are integrated into the design to enhance the learning experience. The platform consists of two main components, the Instructor Interface and the Learner Interface. The Instructor Interface allows the course instructor to populate a question bank, organize these questions by topic, and create levels within each topic that increase in difficulty. It also enables the specification of prerequisite relationships between levels. The Learner Interface includes an uncompleted jigsaw puzzle that reveals its pieces as learners progress through the game. Preliminary trials will involve the integration of the platform into select engineering courses at a pilot level, refining the plat-form based on feedback obtained from focus groups. To measure impact on students' learning experience and learning outcome, comprehensive surveys and study of pre- and post-exposure grades will be conducted. Further plans include integrating AI algorithms to provide learners with personalized feedback and assist instructors in generating content.

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Publication Details

Published
2024-10-13
DOI
https://doi.org/10.1109/fie61694.2024.10893531
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37
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article

Engaging Engineering Education: A Gamification-Based Learning Approach

Atousa Hajshirmohammadi, Navid Zare
3 citations
Educational Games and Gamification
2.37
article

Engaging Engineering Education: A Gamification-Based Learning Approach

Atousa Hajshirmohammadi, Navid Zare
article en
3 citations

Abstract

This work-in-progress research-to-practice paper introduces the Gamified Learning Puzzle (GLP) platform to enhance student engagement and learning effectiveness in engineering education through gamification. The GLP platform design is tailored towards the sequential and prerequisite-based nature of engineering courses whilst being extendable to other disciplines as well. The platform is developed as a web-based application, removing the need for learners to be in a specific location or use a particular device. The back-end development utilizes the Django framework, chosen for its feature-rich environment, and MySQL for robust database management. Key gamification elements such as “Points”, “Levels/Iteration”, and “Feedback” are integrated into the design to enhance the learning experience. The platform consists of two main components, the Instructor Interface and the Learner Interface. The Instructor Interface allows the course instructor to populate a question bank, organize these questions by topic, and create levels within each topic that increase in difficulty. It also enables the specification of prerequisite relationships between levels. The Learner Interface includes an uncompleted jigsaw puzzle that reveals its pieces as learners progress through the game. Preliminary trials will involve the integration of the platform into select engineering courses at a pilot level, refining the plat-form based on feedback obtained from focus groups. To measure impact on students' learning experience and learning outcome, comprehensive surveys and study of pre- and post-exposure grades will be conducted. Further plans include integrating AI algorithms to provide learners with personalized feedback and assist instructors in generating content.

Simon Fraser University (CA)
Openalex Percentile: Top 10%
Educational Games and Gamification
2.37
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Engaging Engineering Education: A Gamification-Based Learning Approach — Atousa Hajshirmohammadi, Navid Zare · (2024) | TGRS Research Map | TGRS