Asee peer logo

Board 12: Work in Progress: Enhancing Student Engagement and Interest in STEM Education through Game-Based Learning Techniques in Bioengineering and Electrical Engineering Core Curricula and How to Create Them

Download Paper |

Conference

2024 ASEE Annual Conference & Exposition

Location

Portland, Oregon

Publication Date

June 23, 2024

Start Date

June 23, 2024

End Date

July 12, 2024

Conference Session

Biomedical Engineering Division (BED) Poster Session

Tagged Division

Biomedical Engineering Division (BED)

Permanent URL

https://peer.asee.org/46676

Request a correction

Paper Authors

biography

Ali Ansari University of Illinois Urbana-Champaign Orcid 16x16 orcid.org/0000-0003-2957-8634

visit author page

Ali Ansari is a Teaching Assistant Professor at the University of Illinois at Urbana-Champaign. He holds a Masters and Ph.D in Bioengineering from the University of Illinois at Urbana-Champaign, and graduated from Southern Methodist University with a degree in Electrical Engineering. Ali has been teaching for the past two years at Bucknell University in both the Biomedical Engineering and Electrical and Computer Engineering and been focusing on student focused pedagogy centered around Game-based learning techniques.

visit author page

Download Paper |

Abstract

This paper presents a study on the integration of game-based learning techniques into core courses of Biomedical Engineering and Electrical Engineering with the aim of improving student engagement and fostering interest in STEM education. We investigate the development of custom-designed educational games that align with the learning objectives of bioengineering and electrical engineering curricula. These games focus on delving deeper into the important aspects of each core course to improve retention of the material and engagement for the students, while trying to lower the fears that may exist with new concepts and material. In this paper, we provide a variety of examples of game based activities that can be implemented or adapted into your own curricula. These examples span the range from Sudoku, to word searches, to puzzles based in MATLAB for students to interact with.

Furthermore, this paper discusses the challenges and barriers associated with the adoption of game-based learning in STEM education and provides insights into effective strategies for faculty and institutions to overcome these obstacles. We discuss how class demographics may change the adoption and inclusivity of certain games and may result in overall lower engagement, as well as how we can address this.

Ansari, A. (2024, June), Board 12: Work in Progress: Enhancing Student Engagement and Interest in STEM Education through Game-Based Learning Techniques in Bioengineering and Electrical Engineering Core Curricula and How to Create Them Paper presented at 2024 ASEE Annual Conference & Exposition, Portland, Oregon. https://peer.asee.org/46676

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2024 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015