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Leveling Up by Gamifying Freshman Engineering Clinic

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Conference

2016 ASEE Annual Conference & Exposition

Location

New Orleans, Louisiana

Publication Date

June 26, 2016

Start Date

June 26, 2016

End Date

June 29, 2016

ISBN

978-0-692-68565-5

ISSN

2153-5965

Conference Session

First-Year Programs Division Technical Session 5B: Work-In-Progress: 5 Minute Postcard Session II

Tagged Division

First-Year Programs

Page Count

8

DOI

10.18260/p.26207

Permanent URL

https://peer.asee.org/26207

Download Count

718

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Paper Authors

biography

Joseph Anthony Gulotta Rowan University

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Joseph Gulotta is a member of Rowan University's Class of 2016, graduating with a BS in Electrical and Computer Engineering. His first job will be at DataStream Technologies Inc. as an Applications Engineer, working primarily on HVAC controls. The interest to work on this research and conference paper came out of a desire to help create course content that is a new and innovative take on engineering course design.

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biography

Nicholas Steven Parisi Rowan University

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My name is Nicholas Parisi, and I studied electrical and computer engineering at Rowan University. I am very interested in wearable devices, sensors, app development, and writing code to integrate software and hardware. In terms of ASEE, I had the unique experience of helping develop the platform that would be presented to freshmen engineers, in order to see how a complete drastic change in homework would affect student's motivation and desire to complete the work.

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Cheryl A. Bodnar Rowan University

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Cheryl A. Bodnar, Ph.D., CTDP is an Assistant Professor in the Department of Chemical Engineering at Rowan University. Dr. Bodnar’s research interests relate to the incorporation of active learning techniques in undergraduate classes as well as integration of innovation and entrepreneurship into the engineering curriculum. In particular, she is interested in the impact that these tools can have on student perception of the classroom environment, motivation and learning outcomes. She obtained her certification as a Training and Development Professional (CTDP) from the Canadian Society for Training and Development (CSTD) in 2010, providing her with a solid background in instructional design, facilitation and evaluation. She was selected to participate in the National Academy of Engineering (NAE) Frontiers of Engineering Education Symposium in 2013 and awarded the American Society for Engineering Education Educational Research Methods Faculty Apprentice Award in 2014.

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Abstract

Leveling Up by Gamifying Freshman Engineering Clinic

This Work-In-Progress paper describes the development of a gamification platform for the Freshman Engineering Clinic II course at a North Eastern university and its proposed assessment strategy. Freshman Engineering Clinic II is a course designed to teach engineering students about multidisciplinary project design, with special focus on developing skills associated with teamwork, software application, and ethics. An important part of learning is receiving feedback as part of the learning cycle and studies have shown that increased feedback can be helpful in supporting student reflection and developing the intrinsic motivation necessary for mastering a task. One method of encouraging students to master material is by providing students with immediate feedback through gamification platforms. The gamification platform being employed in this implementation uses interactive learning techniques to provide students with clear cut goals as well as immediate feedback as an indicator of the student’s performance.

Gamification transforms the traditional homework layout into an entirely new entity. Students can work to earn badges by completing assignments that interest them within the platform. Students also have the power to learn at their own pace and mechanics such as experience points, badges, leaderboards, and achievements can be used as motivating factors to encourage student completion of activities. In addition, the system acts as a scaffold for the students starting with activities that are easier and become progressively more challenging as their knowledge increases, while allowing them to repeat tasks as necessary to encourage mastery of course material.

The effectiveness of this platform will be assessed by a combination of quantitative and qualitative measures. Student activity completion, accrual of badges and achievements, and the process through which students select the activities to pursue will all be monitored. Students will also complete the College and University Classroom Environment Inventory (CUCEI) to measure their perception of the classroom environment with the addition of the gamification platform. Qualitative feedback from students will be collected through open ended survey questions to gain a better appreciation for how the gamification platform impacted their course experience.

Gulotta, J. A., & Parisi, N. S., & Bodnar, C. A. (2016, June), Leveling Up by Gamifying Freshman Engineering Clinic Paper presented at 2016 ASEE Annual Conference & Exposition, New Orleans, Louisiana. 10.18260/p.26207

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: © 2016 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