June 23, 2013
June 23, 2013
June 26, 2013
NSF Grantees Poster Session
23.632.1 - 23.632.10
Game Effectiveness in Promoting Science and Engineering DesignABSTRACTThe radical and transformative technological revolution has resulted in fundamentally new ways of scienceand engineering practice. This paradigm shift has a significant impact on the skills needed for a diversescience and engineering workforce that is capable of designing and deploying cyber-based systems, tools andservices. However, engineering and science education has not kept pace with this evolution, especially at theK-12 level. This paper presents an approach that infuses cyberinfrastructure (CI) learning experiences intopre-engineering curriculum, particularly, the project-lead-the-way (PLTW), through a series of virtual realitygames in a given context like “Sustain City”. Two of the games, Power Ville and Gridlock, are developed andimplemented at two participating schools.Cooking a dinner, heating a house, lighting a street, and running a factory - all of these need power. Energyis thus at the heart of everybody’s quality of life. How to generate and use energy that satisfies increasingenergy needs while combating climate changes at the same time becomes an unprecedented challenge for asustainable city development. The core of Power Ville is to bring such real science and engineering designproblem as well as involved societal and environmental issues into PLTW curriculum. In fall 2011, thegame was piloted in Principles of Engineering (POE) course at Burlington County Institute of Technology –a vocational school in New Jersey. One focus of POE is types of energy (non-renewable and renewable) andenergy distribution.Automatic traffic light is a typical engineering invention that made the lives of common people safer andmore convenient. For the development of the future Sustain City, its design inevitably appears in the agendaof the city master plan. Gridlock is such a game that involves students to deal with those essential tasks. InSpring 2012, the game was piloted in Digital Electronics (DE) course at Bridgeton High School – a publicschool in New Jersey. The focus of DE is digital logic design.Together with the implementation, a thorough evaluation plan is conducted as well to help investigatorsanswer three important questions as listed below. This paper reports the findings of this assessment as for theanswers to the following questions. • Did the games expose sufficient CI content? • If so, did students in classrooms that used the games exhibit higher interests in engineering problem- solving? • If so, was the student learning in general improved by the gaming experiences?
Tang, Y., & Shetty, S., & Jahan, K., & Henry, J. P., & Hargrove, S. K., & Bielefeldt, T. (2013, June), Game Effectiveness of Power Ville in Promoting Science and Engineering Design Paper presented at 2013 ASEE Annual Conference & Exposition, Atlanta, Georgia. https://peer.asee.org/19646
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