Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class

Cheryl A. Bodnar, Renee M. Clark

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    11 Scopus citations

    Abstract

    Active learning has been shown to improve student learning outcomes while enabling students to be engaged in their learning process. One form of active learning that is growing in its application within engineering undergraduate classes is the use of game-based learning. This study utilized two class sections (control vs. experimental) to determine the impact that gamebased learning could have on students' perceptions of the classroom environment and their engagement with class content. Utilizing the College and University Classroom Environment Inventory (CUCEI) and a selection of questions from the National Survey of Student Engagement (NSSE) the authors were able to assess whether game-based learning modified the way students viewed the Introduction to Chemical Product Design course. Preliminary results demonstrated that the game-based learning class rated the classroom environment higher on all seven dimensions. In particular, a statistically significant difference was achieved on the personalization dimension through use of a t-test and the non-parametric Mann Whitney test although this was no longer significant after accounting for multiple comparisons. In addition, students in the game-based learning class felt that they developed key professional skills such as oral communication, ability to work effectively with others and to solve complex or real world problems. These results are indicative that game-based learning is a pedagogy that can be applied within engineering and may lead to a more positive classroom environment and student experience.

    Original languageEnglish (US)
    Title of host publicationProceedings - TEEM 2014
    Subtitle of host publication2nd International Conference on Technological Ecosystems for Enhancing Multiculturality
    EditorsFrancisco Jose Garcia-Penalvo
    PublisherAssociation for Computing Machinery
    Pages191-196
    Number of pages6
    ISBN (Electronic)9781450328968
    DOIs
    StatePublished - Oct 1 2014
    Event2nd International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2014 - Salamanca, Spain
    Duration: Oct 1 2014Oct 3 2014

    Publication series

    NameACM International Conference Proceeding Series

    Other

    Other2nd International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2014
    CountrySpain
    CitySalamanca
    Period10/1/1410/3/14

    All Science Journal Classification (ASJC) codes

    • Software
    • Human-Computer Interaction
    • Computer Vision and Pattern Recognition
    • Computer Networks and Communications

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  • Cite this

    Bodnar, C. A., & Clark, R. M. (2014). Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class. In F. J. Garcia-Penalvo (Ed.), Proceedings - TEEM 2014: 2nd International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 191-196). (ACM International Conference Proceeding Series). Association for Computing Machinery. https://doi.org/10.1145/2669711.2669899