Gamification in Power System Education

Gamification consists of introducing game design elements into education and training.Power systems and their reliability are key to modern society, but often are behind the scenes due to their pervasive nature.Additionally, since power systems were the first formal field of electrical engineering, the legacy nature of power systems has resulted in limited novelty in educational materials.In this paper, novel approaches to improving power systems engineering education through gamification are reviewed and explored.This study also explored relevant examples of gamified implementations in education in other subjects, such as math, physics, and programming.From this, the similarities and differences between power system education and the external subjects are explored, and a research agenda to apply gamification to power systems education is developed.This paper is organized as follows: after the introduction, a background on gamification is presented.Following this, a discussion on gamification implementations is presented.Finally, a discussion on moving towards gamification for power engineering education is discussed and then conclusions are presented. Research Figure 1. Literature search, selection and assessment processTo scope this study, a literature review was conducted using the authors' access to their university's library database system with EbscoHost, a principal academic search engine [7]. UniversityFrom this search, the process in finding literature is as presented in Figure 1.The first topic "gamification" broadly applied in various fields and had many results, including topics outside of education due to the general tenets and observed benefits of gamification in other fields.Further down selection was performed by including "education" as a term.Finally, several fields were chosen to be delved into, as presented in Figure 1.Of these, many were chosen due to the nature of the subjects in question.The primary criteria include subjects where knowledge is applied, and subjects that relate to power system education.For each subject, several articles have been cross-referenced when possible.The information found in several articles simultaneously were included.The resultant number of papers was still large, and from this pool of papers, the authors selected specific papers that presented an understanding of gamification, gamification in engineering, and power systems pedagogy.

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Published
2025-04-29
DOI
https://doi.org/10.18260/1-2--54668
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification in Power System Education

Trevor Bihl, Edward Sizemore
Educational Games and Gamification
article

Gamification in Power System Education

Trevor Bihl, Edward Sizemore
article en

Abstract

Gamification consists of introducing game design elements into education and training.Power systems and their reliability are key to modern society, but often are behind the scenes due to their pervasive nature.Additionally, since power systems were the first formal field of electrical engineering, the legacy nature of power systems has resulted in limited novelty in educational materials.In this paper, novel approaches to improving power systems engineering education through gamification are reviewed and explored.This study also explored relevant examples of gamified implementations in education in other subjects, such as math, physics, and programming.From this, the similarities and differences between power system education and the external subjects are explored, and a research agenda to apply gamification to power systems education is developed.This paper is organized as follows: after the introduction, a background on gamification is presented.Following this, a discussion on gamification implementations is presented.Finally, a discussion on moving towards gamification for power engineering education is discussed and then conclusions are presented. Research Figure 1. Literature search, selection and assessment processTo scope this study, a literature review was conducted using the authors' access to their university's library database system with EbscoHost, a principal academic search engine [7]. UniversityFrom this search, the process in finding literature is as presented in Figure 1.The first topic "gamification" broadly applied in various fields and had many results, including topics outside of education due to the general tenets and observed benefits of gamification in other fields.Further down selection was performed by including "education" as a term.Finally, several fields were chosen to be delved into, as presented in Figure 1.Of these, many were chosen due to the nature of the subjects in question.The primary criteria include subjects where knowledge is applied, and subjects that relate to power system education.For each subject, several articles have been cross-referenced when possible.The information found in several articles simultaneously were included.The resultant number of papers was still large, and from this pool of papers, the authors selected specific papers that presented an understanding of gamification, gamification in engineering, and power systems pedagogy.

Marshall University (US)
Openalex Percentile: Top 91%
Educational Games and Gamification
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