The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience
Abstract
:1. Introduction
- (1)
- When adopting instructors used Spumone in their teaching, did they experience similar gains in students’ conceptual understanding that the inventing professor experienced?
- (2)
- When adopting instructors used Spumone in their teaching, did students experience similar gains in emotional engagement compared to those of the inventing professor?
- (3)
- How did the students in the adopting courses experience Spumone as an educational tool? Specifically, we focused on students’ attitudes: (a) Did they like using Spumone for their coursework? (b) What aspects of the Spumone-based program did they like and dislike? (c) What suggestions did they have for improvement? (d) Did they characterize their experience overall positively or negatively?
- (4)
- What areas of need can be identified to help adopting instructors to adopt, adapt, or reinvent Spumone to make it a regular part of their teaching practice?
1.1. Video Games and Flow in Engineering Education
1.2. The Implementation and Transportability of Instructional Technologies
1.3. Study Expectations
2. Materials and Methods
2.1. Participants
2.1.1. Recruitment of Adopting Instructors
2.1.2. Student Participants
2.2. Procedure
2.2.1. Baseline and Experimental Data Collection
2.2.2. Training in Spumone
2.2.3. Game-Based Learning Intervention
2.3. Measures
2.3.1. Measure of Conceptual Understanding
2.3.2. Measure of Student Engagement
2.3.3. Student Experience with Spumone
2.3.4. Areas of Need for Future Improvement
2.4. Data Processing and Analyses
3. Results
3.1. Adopting Courses Student Gains in Conceptual Understanding
3.2. Adopting Courses Student Gains in Student’s Emotional Engagement
3.3. Experimental Students’ Experiences Playing Spumone for Coursework
3.4. Areas of Need for Successful Transportability and Implementation
3.4.1. Perspective of Students
3.4.2. Perspective of Adopting Instructors
4. Discussion
4.1. Areas of Improvement for Successful Implementation
4.2. Study Limitations and Suggestions for Future Research
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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a | ||||||
---|---|---|---|---|---|---|
Source | Type III Sum of Squares | Mean Square | df | F | Sig. | Partial Eta2 |
Corrected Model | 2066.322 a | 2 | 1033.161 | 25.695 | 0.000 | 0.192 |
Intercept | 4042.413 | 1 | 4042.413 | 100.534 | 0.000 | 0.318 |
Pretest Total | 2023.103 | 1 | 2023.103 | 50.314 | 0.000 | 0.189 |
Game Condition | 45.546 | 1 | 45.546 | 1.133 | 0.288 | 0.005 |
Error | 8685.221 | 216 | 40.209 | |||
Total | 127,063.000 | 219 | ||||
Corrected Total | 10,751.543 | 218 | ||||
b | ||||||
Pretest | Posttest | Pre-Posttest Gain | ||||
M | SD | M | SD | M | ||
Control Year (2015) | 18.16 | 5.85 | 23.72 | 6.77 | 5.56 | |
Exp. Year 1 (2016) | 18.35 | 6.03 | 24.25 | 6.87 | 5.90 | |
Exp. Year 2 (2017) | 18.00 | 5.85 | 20.29 | 6.89 | 2.29 |
a | ||||||
---|---|---|---|---|---|---|
Source | Type III Sum of Squares | df | Mean Square | F | Sig. | Partial Eta2 |
Corrected Model | 495.624 a | 2 | 247.812 | 69.976 | 0.000 | 0.392 |
Intercept | 171.136 | 1 | 171.136 | 48.324 | 0.000 | 0.182 |
Pretest Same Qs | 450.994 | 1 | 450.994 | 127.349 | 0.000 | 0.370 |
Game Condition | 1.040 | 1 | 1.040 | 0.294 | 0.589 | 0.001 |
Error | 768.486 | 217 | 3.541 | |||
Total | 6410.000 | 220 | ||||
Corrected Total | 1264.109 | 219 | ||||
b | ||||||
Pretest | Posttest | Pre-Posttest Gain | ||||
M | SD | M | SD | M | ||
Control Year (2015) | 4.59 | 2.17 | 5.50 | 2.44 | 0.91 | |
Exp. Year 1 (2016) | 3.40 | 1.86 | 4.36 | 2.41 | 0.96 | |
Exp. Year 2 (2017) | 3.56 | 1.89 | 4.59 | 2.26 | 1.03 |
Scale or Item | Game vs. Homework Coefficient (SE) | R2 |
---|---|---|
Scales | ||
Engagement | 0.01 (0.05) | 0 |
Flow | −0.18 (0.05) *** | 0.004 |
Meaningful learning | −0.50 (0.06) *** | 0.03 |
Full scale | −0.30 (0.05) *** | 0.01 |
Items | ||
Enjoy | 0.32 (0.07) *** | 0.01 |
Interesting | 0.13 (0.06) * | 0.002 |
Concentrating | −0.42 (0.06) *** | 0.02 |
Immersed | 0.08 (0.06) | 0.001 |
Challenging | −0.05 (0.06) | 0 |
Skills | −0.56 (0.06) *** | 0.03 |
Important | −0.34 (0.06) *** | 0.01 |
Learning | −0.65 (0.06) *** | 0.04 |
Like work and play | 4.13 (0.74) a *** | NA |
Codes | Frequency and Percentage of Students Who Referred to the Code a | Percentage of Meaning Units Referring to Each Category b |
---|---|---|
Enjoyable program | 25 (41%) | I liked the program very much. 140 (41%) |
Great idea | 36 (60%) | |
Helping learning | 25 (41%) | |
Satisfaction on completion | 12 (20%) | |
Hoping for more levels/assignments | 4 (7%) | |
Hoping to see it in other courses | 7 (12%) | |
Convenient SpuPilot c | 3 (5%) | I liked these aspects related to the program. 19 (6%) |
Helpful in-class instructions | 3 (5%) | |
Helpful website/video instructions | 5 (8%) | |
Helpful write-ups | 3 (5%) | |
Not textbook problems | 4 (7%) | |
Mixed feelings | 5 (8%) | I did not like the program that much. 49 (14%) |
Frustrating | 15 (25%) | |
Difficult challenges | 11 (18%) | |
Not interesting | 7 (12%) | |
Inconvenient SpuPilot | 17 (28%) | I did not like these aspects related to the program. 72 (21%) |
Insufficient in-class hints/instructions | 17 (28%) | |
Insufficient website/video instructions | 10 (16%) | |
Too difficult write-up assignments | 8 (13%) | |
Traditional homework | 4 (7%) | |
Lack of integrated tips | 4 (7%) | |
Group work needed | 5 (8%) | |
Too frequent surveys | 7 (12%) | Some improvements are needed. 51 (15%) |
Uneven challenge preference | 6 (10%) | |
Room for improvement | 7 (12%) | |
Minor specific suggestions | 7 (12%) | |
Minor technical issues | 11 (18%) | |
Grading issues | 4 (7%) | |
Good class overall d | 3 (5%) | Extraneous 12 (4%) |
N/A d | 5 (8%) |
Score a | Frequency of Students b |
---|---|
5 | 13 (21%) |
4 | 21 (53%) |
3 | 10 (16%) |
2 | 2 (3%) |
1 | 4 (7%) |
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Shernoff, D.J.; Ryu, J.-C.; Ruzek, E.; Coller, B.; Prantil, V. The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience. Sustainability 2020, 12, 6986. https://doi.org/10.3390/su12176986
Shernoff DJ, Ryu J-C, Ruzek E, Coller B, Prantil V. The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience. Sustainability. 2020; 12(17):6986. https://doi.org/10.3390/su12176986
Chicago/Turabian StyleShernoff, David J., Ji-Chul Ryu, Erik Ruzek, Brianno Coller, and Vincent Prantil. 2020. "The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience" Sustainability 12, no. 17: 6986. https://doi.org/10.3390/su12176986
APA StyleShernoff, D. J., Ryu, J.-C., Ruzek, E., Coller, B., & Prantil, V. (2020). The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience. Sustainability, 12(17), 6986. https://doi.org/10.3390/su12176986