Virtual Conference
July 26, 2021
July 26, 2021
July 19, 2022
Innovative Pedagogies Afforded Through Technology and Remote Learning
Educational Research and Methods
24
10.18260/1-2--37709
https://peer.asee.org/37709
910
Javeed Kittur is currently a doctoral student (Engineering Education Systems and Design) at Arizona State University, USA. He received a Bachelor’s degree in Electrical and Electronics Engineering and a Master's degree in Power Systems from India in 2011 and 2014 respectively. He has worked with Tata Consultancy Services as Assistant Systems Engineer from 2011-2012, India. He has worked as an Assistant Professor (2014 to 2018) in the department of Electrical and Electronics Engineering, KLE Technological University, India. He is a certified IUCEE International Engineering Educator. He was awarded the ‘Ing.Paed.IGIP’ title at ICTIEE, 2018.
Tahzinul Islam obtained his B.Eng (Mechanical & Manufacturing Engineering) from Universiti Putra Malaysia, a research-intensive public university in Malaysia. He completed his year-long Bachelors' research project on his own topic of 'Virtual Reality App to teach Psychomotor Skills to Engineering Design students'. He went on to pursue his M.Eng (Innovation & Engineering Design) at the same university, with the dissertation title of 'Innovative Concept Design of a waterjet propelled Flood Rescue Boat'. Currently, Tahzinul is enrolled at York University in the MASc. of Mechanical Engineering program, studying Solar Still Desalination.
Games have garnered recent attention within the engineering education realm, owing to advancements in computing technology and lowered barriers to entry for game development, with Game Engines such as Unreal Engine and Unity3D being free in a non-commercial, educational capacity. The present paper seeks to investigate 28 relevant studies which have reported games for teaching engineering courses within the past decade. These studies were obtained after extensive Scopus search queries and filtered manually according to 8 research questions. Key questions we seek to investigate are what genre of games are being employed, disciplines most often targeted for gamification, assessment tools used to gather data on student learning within gamified settings, learning outcomes and attitudes towards game modules for students' engineering courses and as well as data analysis/collection methods.
Kittur, J., & Islam, T. (2021, July), Serious Games in Engineering: The Current State, Trends, and Future Paper presented at 2021 ASEE Virtual Annual Conference Content Access, Virtual Conference. 10.18260/1-2--37709
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