TY - JOUR
T1 - Lessons Learned from a Game-Based Learning Intervention in Civil Engineering
AU - Harteveld, Casper
AU - Bennett, Victoria
AU - Zastavker, Yevgeniya V.
AU - El Shamy, Usama
AU - Tiwari, Binod
AU - De, Anirban
AU - Wirth, Xenia
AU - Wen, Kejun
AU - Saftner, David A.
AU - Ajmera, Beena
AU - Brandenberg, Scott
AU - Kennicutt, Alison Rose
AU - Congress, Surya Sarat Chandra
AU - Tessari, Anthony
AU - Omidvar, Mehdi
AU - Cabas, Ashly
N1 - Publisher Copyright:
© American Society for Engineering Education, 2023.
PY - 2023/6/25
Y1 - 2023/6/25
N2 - The aim of our project is to create a scalable and sustainable educational model of mixed reality gaming in civil engineering education that provides practical experiences, develops engineering judgment competency, and engages a diverse student audience. Specifically, we have been building a game-based learning module focused on experiencing the field testing technique cone-penetration testing (CPT). As part of the module, students start a virtual internship at a fictional engineering company. After being briefed through a lecture on CPT, they enter a 3D (game) environment where they conduct CPTs. Students analyze CPT data extracted from the environment and submit a report. To assess student experience of this module, we collected pre/post surveys, game data (including in-game assessments), and student/faculty interviews. In this paper, we report the findings of implementing this CPT module in the initial three years of the project (2016-2019) at five institutions. Overall, we find that students are engaged, especially women and students from historically marginalized communities, increase their knowledge and confidence in the subject matter, and find the module valuable to gain much-needed (field) experience. More recently, we find that the game-based learning intervention seems resilient and, in fact, a solid solution to the disturbances caused by the pandemic, with many students providing positive remarks about being able to experience hands-on learning, which is key to quality engineering education and difficult to achieve through online education. Opportunities for improvement exist regarding access to technology, as well as the instructional design. While we demonstrate the scalability of this approach across multiple institutions and classrooms, open questions remain on how to transform institutions to embed game-based learning not as an intervention but as a key part of the curriculum.
AB - The aim of our project is to create a scalable and sustainable educational model of mixed reality gaming in civil engineering education that provides practical experiences, develops engineering judgment competency, and engages a diverse student audience. Specifically, we have been building a game-based learning module focused on experiencing the field testing technique cone-penetration testing (CPT). As part of the module, students start a virtual internship at a fictional engineering company. After being briefed through a lecture on CPT, they enter a 3D (game) environment where they conduct CPTs. Students analyze CPT data extracted from the environment and submit a report. To assess student experience of this module, we collected pre/post surveys, game data (including in-game assessments), and student/faculty interviews. In this paper, we report the findings of implementing this CPT module in the initial three years of the project (2016-2019) at five institutions. Overall, we find that students are engaged, especially women and students from historically marginalized communities, increase their knowledge and confidence in the subject matter, and find the module valuable to gain much-needed (field) experience. More recently, we find that the game-based learning intervention seems resilient and, in fact, a solid solution to the disturbances caused by the pandemic, with many students providing positive remarks about being able to experience hands-on learning, which is key to quality engineering education and difficult to achieve through online education. Opportunities for improvement exist regarding access to technology, as well as the instructional design. While we demonstrate the scalability of this approach across multiple institutions and classrooms, open questions remain on how to transform institutions to embed game-based learning not as an intervention but as a key part of the curriculum.
UR - http://www.scopus.com/inward/record.url?scp=85172152745&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85172152745&partnerID=8YFLogxK
M3 - Conference article
AN - SCOPUS:85172152745
SN - 2153-5965
JO - ASEE Annual Conference and Exposition, Conference Proceedings
JF - ASEE Annual Conference and Exposition, Conference Proceedings
T2 - 2023 ASEE Annual Conference and Exposition - The Harbor of Engineering: Education for 130 Years, ASEE 2023
Y2 - 25 June 2023 through 28 June 2023
ER -