Virtual On line
June 22, 2020
June 22, 2020
June 26, 2021
Engineering Design Graphics
Current college students grow up with video games, have shorter attention span, and prefer engaged and interactive learning. Gamification, also known as serious game, is the use of game thinking and game mechanisms in a non-game context to engage learners in solving problems. Gamification can include the application of animation, simulation, and game elements and represents a shift from learning by listening to learning by doing. It also represents a shift from recalling information to finding and using it. From passive learning to positive learning, by including an instructional context, gamification can enhance the learning process. In this study, game-like elements such as point-scoring, leaderboard, badges, quizzes with automatic feedback, individual, and team competition were integrated into a freshmen-level engineering graphics course in a flipped classroom setting. Students can not only earn gamification points through various activities including online interactive study and assessment, classroom teamwork, extra homework problems, test practice problems, and polleverywhere individual competition, but also earn badges, get prizes, and improve their final grades. It is hoped that through gamification activities students can be motivated to learn engineering graphics in a student-centered learning environment. Results from the students’ perception survey indicated that students were motivated to earn points from various gamification activities. Gamification not only enhanced students’ collaboration but helped improve their final course grade.
Sun, L. (2020, June), Enhancing Learning of Engineering Graphics Through Gamification Paper presented at 2020 ASEE Virtual Annual Conference Content Access, Virtual On line . 10.18260/1-2--34571
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