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The Impact of Role-Play Gamification on a Freshman-Level Engineering Project Course

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Conference

2022 ASEE Annual Conference & Exposition

Location

Minneapolis, MN

Publication Date

August 23, 2022

Start Date

June 26, 2022

End Date

June 29, 2022

Conference Session

First-Year Programs Division Technical Session 9: Decision Making, Problem-Based Projects, Role-Play, and a Nontraditional Project Theme

Page Count

16

DOI

10.18260/1-2--40920

Permanent URL

https://peer.asee.org/40920

Download Count

192

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Paper Authors

biography

Deana Delp

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Deana Delp is a lecturer at Arizona State University in the Ira A. Fulton Schools of Engineering and co-founder of the EASE program. She has a Ph.D. in electrical engineering with an emphasis in systems and control from ASU. After receiving her degree, she worked in industry for over a decade as a research and development product engineer. Some of her research topics included developing intelligent processing algorithms for large datasets based on multidimensional, geographical, and image processing techniques, and statistical algorithms for the detection of outliers in multidimensional and massive datasets. She also wrote specifications based on her research findings to transition these developments into commercial products. During this time she also volunteered for the IEEE Computational Intelligence Society (CIS) Pre-College Education Subcommittee. She recently became a senior member of IEEE and the chair of the IEEE CIS Continuing Education Subcommittee.

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biography

Jake Okun Arizona State University, Polytechnic campus

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Jake Okun is an undergraduate student at Arizona State University and Barrett, The Honors College. Jake is studying Manufacturing Engineering with a focus in robotics and automated systems. Jake is currently working on research in the field of Wearable Robotics and Engineering Education Practices.

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Abstract

This abstract for a complete evidence-based practice paper addresses the topic of learning and motivation through gaming in a freshman engineering project course. Game play is becoming a popular learning strategy for the generation of digital natives entering college. A first-semester engineering project course often covers such topics as the engineering design process, teamwork, communication, prototyping skills, and basic circuits through active learning as the students create prototypes through various team projects. During a fall 2021 freshman-level engineering project course, student teams demonstrated their final prototype that incorporated electronics through a role-playing game. The game challenged the students to not only have a functional prototype, but to also work together as a class to complete the game. In previous semesters the student teams simply demonstrated their project prototypes to the class. The role-playing game was introduced to the course to encourage the understanding of electrical concepts and to improve the quality of the prototypes. The game also increased coordination within teams and among the entire class to have a successful outcome. Data was collected through a survey instrument at the beginning and upon the completion of the learning module. This paper will discuss the results of students’ perceived learning, teamwork growth, motivation for the project, and the impact of game play in the class.

Delp, D., & Okun, J. (2022, August), The Impact of Role-Play Gamification on a Freshman-Level Engineering Project Course Paper presented at 2022 ASEE Annual Conference & Exposition, Minneapolis, MN. 10.18260/1-2--40920

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