Learning & Engaging with Videogames in Engineering Education

ID: 43372 Type: Brief Paper: Demonstration
  1. Brianno Coller and David Shernoff, Northern Illinois University, United States

Tuesday, June 24 2:45 PM-3:45 PM Location: B1096 View on map

No presider for this session.

Abstract: For the past several years, we have been developing video games for college students to use as they study to become mechanical engineers. The games are used in courses which tend to be high theoretical, where students tend to have difficulty seeing how the complex mathematics applies to practical, real-world, engineering problems. Although the videogamebased challenges exist in a virtual simulated world, the problem-solving processes that students must engage in are authentic. To succeed in the game, students must think, act, and evaluate the way that engineers do. Since incorporating the videogames into the engineering courses, we have measured significant improvements in student learning. Also, we have measured significant gains in student engagement in their engineering coursework. Here, engagement is conceptualized in the framework of Flow theory, and measured using a technique called the Experience Sampling Method (ESM).


Conference attendees are able to comment on papers, view the full text and slides, and attend live presentations. If you are an attendee, please login to get full access.