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Engaging Students with Gamification in Online Engineering Graduate Courses

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Conference

2023 ASEE Annual Conference & Exposition

Location

Baltimore , Maryland

Publication Date

June 25, 2023

Start Date

June 25, 2023

End Date

June 28, 2023

Conference Session

Self-Regulation and Learning

Tagged Division

Educational Research and Methods Division (ERM)

Page Count

7

DOI

10.18260/1-2--43318

Permanent URL

https://peer.asee.org/43318

Download Count

126

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Paper Authors

biography

Md Abu Shohag University of North Alabama

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Dr. Md Abu Shohag is an Assistant Professor in the Department of Engineering and Industrial Professions at the University of North Alabama. He is passionate about teaching and mentoring students. He likes to use innovative pedagogical techniques to facilitate student learning. Dr. Shohag’s expertise is in the broad area of manufacturing particularly in developing sensors for structural health monitoring, additive manufacturing, multifunctional materials and composites, and data analytics. He maintains a Certified Manufacturing Engineer (CMfgE) administered by the Society of Manufacturing Engineers.

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Abstract

Gamification is becoming increasingly popular in engaging students in the classroom. The value of games is in their scoring system. Unlike traditional graded assessments, games start from zero and add up for success, motivating the player to keep playing. In addition, games provide achievable, short-term successes, enticing the player with constant rewards. Although there are many game-like elements implemented in in-person classes, however, there are lackings of reports on the efficacy of the technique in online asynchronous graduate classes. ClassTools is a gamification platform where many educational tools such as ‘Fling the Teacher’ are freely available. The online interactive game - ‘Fling the Teacher’ is used in this study. ‘Fling the Teacher’ is modeled after Angry Birds, a popular casual puzzle video game, and provides 15 multiple choice questions for the user to answer in an engaging environment. If the players answer all 15 questions correctly, they get to fling an avatar of a teacher with a slingshot in one minute. This study focuses on asynchronous online graduate courses where core classes of the applied manufacturing engineering curriculum were tested with the game - ‘Fling the Teacher’. The gamified tool was implemented in the middle and end of the course with each having 15 multiple choice questions. An online survey was conducted to gather students’ perceptions of the gamified tool on i) engagement in an online learning environment and ii) the effectiveness compared to traditional assessments such as quizzes. The data from the survey show that the students viewed the gamified tool made the online learning environment more engaging. In addition, students viewed that the tool helped them to learn more effectively compared to traditional quizzes.

Shohag, M. A. (2023, June), Engaging Students with Gamification in Online Engineering Graduate Courses Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore , Maryland. 10.18260/1-2--43318

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