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Gamification

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Full-Text Articles in Engineering

First Steps Towards Gamification Of Online Physics And Mathematics Assignments, Paula Immonen, Juho Ratava, Johanna K Naukkarinen, Ayesha Sadiqa, Jukka V Paatero, Markku Kuosa, Aleksi Mankonen, Barkat Bhayo, Mikko Äijälä Jan 2023

First Steps Towards Gamification Of Online Physics And Mathematics Assignments, Paula Immonen, Juho Ratava, Johanna K Naukkarinen, Ayesha Sadiqa, Jukka V Paatero, Markku Kuosa, Aleksi Mankonen, Barkat Bhayo, Mikko Äijälä

Practice Papers

The objective of this practice paper is to describe and analyse the use of online learning tasks on engineering mathematics and physics courses. The development of learning tasks was inspired by the promising effects of gamification techniques in higher education. Hence, some gamification elements, such as bonus points and immediate feedback were integrated into the learning tasks. Course results and student feedback demonstrate the positive impact of gamification of online learning tasks on students’ motivation and learning. In the end, further possibilities of increasing the number and repertoire of gamification techniques in engineering mathematics and physics courses are discussed.


How Does Involvement In Student Associations Contribute To The Development Of An Engineer's Skills? Example Of Magiepoly: Raising Awareness Of Gender Equality Through Games., Vinciane Lamy, Sarah El Addouli, Cathel Zitzmann Jan 2023

How Does Involvement In Student Associations Contribute To The Development Of An Engineer's Skills? Example Of Magiepoly: Raising Awareness Of Gender Equality Through Games., Vinciane Lamy, Sarah El Addouli, Cathel Zitzmann

Practice Papers

Some engineering students get involved in student associations during their studies. They develop multiple skills such as: leadership and management, communication, project management, supervision and transmission of knowledge, service to others, etc. However, they are not always aware of it. Helphi, a student association of EPF Engineering School, was responsible for organising an afterwork event to be held on International Women's Rights Day. As student members were brainstorming, the idea of a board game, both informative and entertaining came up: MagiePoly was born. MagiePoly is a game, inspired by a wellknown board game, which aims to raise awareness of gender …


Effective Gamification Within Educational Virtual Reality Environments, Adrian Pilkington Apr 2021

Effective Gamification Within Educational Virtual Reality Environments, Adrian Pilkington

Honors Theses

With the advent and now widespread use of mobile phones and computers in educational settings, exploring effective and new ways of using technology in the classroom is important for educating the next generation of students. Innovative technology, like Virtual Reality, has started being discussed and researched for its potential benefits in educational settings. This paper presents a brief history of VR, game theory, and examines two VR educational games from the University of Nebraska-Lincoln College of Nursing’s (UNMC) Senior Design teams. The two games will be used to replace lecture-style classes and to go out and educate the community. We …


Gamification Of Icebreaking Activities For Mechanical Engineering Students Embarking On A Problem Based Learning Module, Kevin Delaney, Gerard Nagle, Mingzhu Chen Jan 2021

Gamification Of Icebreaking Activities For Mechanical Engineering Students Embarking On A Problem Based Learning Module, Kevin Delaney, Gerard Nagle, Mingzhu Chen

Conference papers

When they enter the workforce engineering graduates must be able to engage collaboratively with others to find solutions to complex engineering challenges. This involves a great deal more than simply solving technical problems traditionally taught in engineering school. The Mechanical Engineering Discipline in Technological University Dublin (TU Dublin) has helped students develop real-world engineering skills through a team based Problem Based Learning (PBL) module since 2005. This module, involving third year students, can be particularly challenging since participants can join the third year of the program from other programs or universities and many will not have known each other prior …


Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili Sep 2020

Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili

Electrical & Computer Engineering and Computer Science Faculty Publications

This work presents the first account of evaluating learning inside a VR experience created to teach Digital Forensics (DF) concepts, and a hands-on laboratory exercise in Bagging & Tagging a crime scene with digital devices. First, we designed and developed an immersive VR experience which included a lecture and a lab. Next, we tested it with (n = 57) participants in a controlled experiment where they were randomly assigned to a VR group or a physical group. Both groups were subjected to the same lecture and lab, but one was in VR and the other was in the real world. …


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik Jun 2018

Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik

Integrated Engineering Department Publications

The purpose of this research is to analyze the effectiveness, and student's self-reported engagement with gamification tools on a student's learning of technical concepts when used in a project-based learning (PBL) engineering classroom environment. Gamification, as defined in this study, is the use of game-based elements such as online audience response systems with automated feedback in non-game situations. By adding gamification to the classroom, we hope to further build on the active and collaborative learning environment that our PBL program already provides. Five gamification activities were implemented during the Fall 2017 semester with junior and senior student engineers enrolled in …


Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean Jun 2018

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean

VMASC Publications

One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …


A Gamification Approach For Experiential Education Of Inventory Control, Gokhan Egilmez, Ridvan Gedik Jun 2018

A Gamification Approach For Experiential Education Of Inventory Control, Gokhan Egilmez, Ridvan Gedik

Engineering and Applied Science Education Faculty Publications

In this educational research project, game-based in-class and after-class learning activities are developed to teach selected inventory control strategies to undergraduate and graduate students. Students from Supply Chain Management and System Simulation courses are targeted, who are taught by different instructors. The activities include teaching the inventory control policies to students in a regular class setting, then providing an overview on a game developed on MS Excel. In the game, the lead time and customer demand variables are defined uncertain, and not given to students, which make the assignment an ill-structured problem. A 12-month planning and execution period is given …


Insights On Lean Gamifications For Higher Education, Ahmed Deif Jan 2017

Insights On Lean Gamifications For Higher Education, Ahmed Deif

Industrial Technology and Packaging

Purpose

There is no argument that using games (gamification) is an efficient way of learning in higher education. The questions, though, are which gamification approach is most suitable at that level and how to assess its suitability? This paper aims to attempt to partially answer these two questions, in the context of lean thinking education.

Design/methodology/approach

The paper offers an assessment criteria to investigate the impact of lean gamification based on the evaluation of motivational, cognitive and social processing during games. In addition, a study is conducted among selected games using these assessment criteria. The study included statistical as well …


An Evaluation Of Gamification To Assess Students’ Learning On Their Understanding Of First Year Computer Science Programming Module, Daniel Gebremichael Jan 2016

An Evaluation Of Gamification To Assess Students’ Learning On Their Understanding Of First Year Computer Science Programming Module, Daniel Gebremichael

Dissertations

This research examines the use of gamification to develop an assessment tool, to assess students’ learning of a first year computer science module. The students’ undertaking of the first semester Programming and Algorithms module in 2015 were assessed on their knowledge of the programming language Python. The incorporation of gamification when assessing students can have various potential benefits. The research aims to identify these benefits and issues. Assessments and games have almost opposite effects on opinions on people, as games are usually expected to have an entertainment value but this is not the case for assessments. The research examines if …


A Scaffolded, Metamorphic Ctf For Reverse Engineering, Wu-Chang Feng Aug 2015

A Scaffolded, Metamorphic Ctf For Reverse Engineering, Wu-Chang Feng

Computer Science Faculty Publications and Presentations

Hands-on Capture-the-Flag (CTF) challenges tap into and cultivate the intrinsic motivation within people to solve puzzles, much in the same way Sudoku and crossword puzzles do. While the format has been successful in security competitions, there have been a limited number of attempts to integrate them into a classroom environment. This paper describes MetaCTF, a metamorphic set of CTF challenges for teaching reverse code engineering. MetaCTF is 1) scaffolded in a way that allows students to make incremental progress, 2) integrated with the course material so that students can immediately apply knowledge gained in class, 3) polymorphic and metamorphic so …


Engaging Healthcare Users Through Gamification In Knowledge Sharing Of Continuous Improvement In Healthcare, Elizabeth A. Cudney, Susan L. Murray, Connor M. Sprague, Lalaine M. Byrd, Frances M. Morris, Nathaniel Merwin, Debra L. Warner Jul 2015

Engaging Healthcare Users Through Gamification In Knowledge Sharing Of Continuous Improvement In Healthcare, Elizabeth A. Cudney, Susan L. Murray, Connor M. Sprague, Lalaine M. Byrd, Frances M. Morris, Nathaniel Merwin, Debra L. Warner

Engineering Management and Systems Engineering Faculty Research & Creative Works

Knowledge management systems are key for capturing, retaining, and communicating results from projects and presenting information to staff. The purpose of a knowledge management system is to tap into the vast wisdom from projects and experts across an organization. This research focuses on the knowledge management system within the Veterans Health Administration that was developed as a repository of information on continuous improvement tools such as flowcharts, value stream mapping, 5S, and the application of these in healthcare projects. The use of social network analysis and gamification improves website organization, user participation, and dissemination of shared knowledge related to continuous …


Development Of An Android Based Game Interfaced With Qr Codes For A Gamified Power Management System, Mariano Jesus M. Cayabyab, Maria Rosa T. Santiago, Samuel Matthew G. Dumlao, Rosula Sj Reyes Jan 2015

Development Of An Android Based Game Interfaced With Qr Codes For A Gamified Power Management System, Mariano Jesus M. Cayabyab, Maria Rosa T. Santiago, Samuel Matthew G. Dumlao, Rosula Sj Reyes

Electronics, Computer, and Communications Engineering Faculty Publications

- Filipinos are under the threat of an energy shortage. While efforts are being done both in the public and private sectors in developing alternative solutions to ease the shortage, it will take several years before this will come to full implementation. Conservation of energy through power management is the simplest and closest to implement at this time. Filipino households need to be motivated to use smart energy conservation. The introduction of Gamification as a method of motivations has found its use in many applications. In this study the possibility of Gamification to encourage the use of smart energy conservation …


State Of The Art Of Using Virtual Reality Technologies In Built Environment Education., Garrett Keenaghan, Imre Horváth May 2014

State Of The Art Of Using Virtual Reality Technologies In Built Environment Education., Garrett Keenaghan, Imre Horváth

Conference papers

the application of virtual reality technologies in built environment education (BEE). In addition to an analysis of the current trends and developments in current virtual reality technologies and systems, it also evaluates their educational usability and effectiveness in the mirror of the literature. First, a reasoning model is introduced, which is used as a structuring skeleton of the paper. The context of the analysis is learning experience of BEE students who tend to form individual perspective and expectations. When the experience and perspective of the virtual reality developer differs from that of the user the virtual environment-based learning may result …