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Gamification

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Full-Text Articles in Engineering

Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut May 2024

Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut

Theses/Capstones/Creative Projects

This capstone report examines the theory and implementation behind applying game design principles to educational applications, and explores their implementation in an educational game through the Pronunciation Pal application. The gamification of learning tools aims to increase learners' engagement and attentiveness with a subject by restructuring content using game design principles of challenges, rewards and feedback. Feedback can be delivered via visuals and/or sounds, as well as regular indicators of player progress and accomplishment. In addition, a successful game implementation establishes challenges to facilitate a player's intrinsic desire to continue playing and improving at the skills presented by the game. …


Gamification In Urban Planning - Experiencing The Future City, Suedanur Özden, Esra Arslantürk, Mehmet Senem, İmdat As Mar 2023

Gamification In Urban Planning - Experiencing The Future City, Suedanur Özden, Esra Arslantürk, Mehmet Senem, İmdat As

Architecture and Planning Journal (APJ)

Virtual Reality (VR) systems have been commonly used in the game and entertainment industries and are also increasingly explored in architecture and urban planning. They assist designers to communicate design ideas to a wider public and can engage them in the design processes. In this paper, we explore gaming environments to allow users to learn about smart city applications, such as innovative mobility approaches, urban farming, drone delivery, etc. The project is part of a real-world project for a future city for 50,000 inhabitants in the European side of Istanbul, Turkey. VR technologies can offer a testing ground for testing …


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 …


Analysis Of The Psychological And Production Effects Of The Use Of Gamification For Manufacturing Assembly, Makenzie Dolly Jan 2023

Analysis Of The Psychological And Production Effects Of The Use Of Gamification For Manufacturing Assembly, Makenzie Dolly

Graduate Theses, Dissertations, and Problem Reports

In this dissertation, the applications of gamification for manufacturing with a focus on effects to workers and productivity were studied. Gamification is a relatively new research area, with the term being officially defined in 2010. Since then, several fields (education, health, and marketing) have benefitted from its application. Despite exhibiting strong potential, the application of gamification had remained rather unexplored in the manufacturing domain. To explore this further, by employing a comprehensive literature review, four research gaps were identified: the need for i) the use and acceptance of Deterding’s definition of gamification, ii) a clearer definition for various game element …


Evaluating System Usability, Workload Suitability, And User Experience Of Game-Based Virtual Reality In Spaceflight Education And Training, Lana Laskey, Joseph Keebler Dec 2022

Evaluating System Usability, Workload Suitability, And User Experience Of Game-Based Virtual Reality In Spaceflight Education And Training, Lana Laskey, Joseph Keebler

National Training Aircraft Symposium (NTAS)

Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex discipline of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and more advanced training options. Spaceflight training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were used to measure the GBVR system regarding three …


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 …


A Review Of Fitness Tracker Game Elements And A Novel Game Approach For The Design Space, Aatish Neupane Apr 2021

A Review Of Fitness Tracker Game Elements And A Novel Game Approach For The Design Space, Aatish Neupane

Theses and Dissertations

Physical activities like walking have proven health benefits. People are adopting fitness trackers to track physical activity, but they often stop using them after a relatively short time. Many apps and games exist in the app markets that use gamification to tackle this problem of motivation. In this thesis, we examined these existing gamified fitness tracker apps from app markets and looked at the usage of different game elements within these apps. We conducted a systematic review of existing fitness Tracker Apps from Google Play Store and Apple App Store and used a mixed-method approach to identify apps, categorize them …


Guidance For Building Motivation In Space Operator Training, Foster E. Davis Mar 2021

Guidance For Building Motivation In Space Operator Training, Foster E. Davis

Theses and Dissertations

Services provided by spacecraft, including communications and global positioning, are integral to small businesses, multinational corporations, and the United States Department of Defense. United States rivals recognize the need to undermine the military advantage provided by the space domain and are exploring ways to degrade these services in their warfare doctrine. In response, the United States will need space systems suited to counter these threats and personnel who are trained to respond to the new reality of a contested space environment. This paper also reviews the academic literature and written guidelines for developing motivation in an interactive environment for improving …


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 …


Quantifying The Outcomes Of A Virtual Reality (Vr)-Based Gamified Neck Rehabilitation, Shahan Salim Aug 2019

Quantifying The Outcomes Of A Virtual Reality (Vr)-Based Gamified Neck Rehabilitation, Shahan Salim

Electronic Thesis and Dissertation Repository

Neck pain is a major global public health concern and adds a significant financial burden to both the healthcare system as well as people suffering from it. Additionally, it presents measurement and evaluation challenges for clinicians as well as adherence challenges and treatment barriers for the patients. We have developed a virtual reality (VR)-based video game that can be used to capture outcomes that may aid in the assessment and treatment of neck pain. We investigated: (i) performance metrics of overall accuracy, accuracy based on movement difficulty, duration, and total envelope of movement; (ii) stability across sessions; (iii) accuracy across …


Motivating Airmen To Engage With Technical Education: Experimentation And Analysis Using Modern Gamification Techniques, Landon G.M. Tomcho Mar 2019

Motivating Airmen To Engage With Technical Education: Experimentation And Analysis Using Modern Gamification Techniques, Landon G.M. Tomcho

Theses and Dissertations

The development and integration of computer systems into today’s society and the subsequent growth of cyber as a warfighting domain has led to changes in military and civilian conflict. Several traits unique to cyber, including disruption and fast pace of change, has led to issues never before seen in the military environment, especially with educating and training. A new approach that leverages crowd-sourced content has been proposed. This approach relies on motivating military members to voluntarily engage with technical (cyber) education. The application of gamification, a design practice aimed at increasing user engagement by targeting core motivators in humans, in …


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 …


Polycommit: Building Better Habits Through Gamification, Elliot Fiske Jun 2018

Polycommit: Building Better Habits Through Gamification, Elliot Fiske

Master's Theses

Computer-assisted learning is older than Turing machines, and constantly evolves as technology improves. While some teachers are resistant to using technology in the classroom, “e-learning” techniques are becoming more common in almost every school, from K-12 to universities. As technology becomes more widespread, it becomes crucial to examine the various methodologies of computer-assisted learning and find the techniques that are most effective.

This paper explores the effectiveness of one such methodology, spaced repetition. This technique applies to homework assignments available to students online. We include an exploration of several existing apps that use this technique, and introduce our own novel …


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 …


Gamification Framework For Sensor Data Analytics, Alexandra L'Heureux Aug 2015

Gamification Framework For Sensor Data Analytics, Alexandra L'Heureux

Electronic Thesis and Dissertation Repository

Data in all of its form is becoming a central part of our existence, it is being captured in every facets of our everyday life: social media, pictures, smartphones, wearable devices, smart building etc. One of the main drivers of this Big Data Revolution is the Internet of Things, which enables inert objects to communicate through a multitude of sensors. The data amassed fuels a thirst for information, the extraction of such knowledge is rendered possible through Data Analytics Techniques.

However, when it comes to sensor data our large-scale ability to perform analytics is highly limited by the difficulties associated …


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 …