TY - GEN
T1 - How Can Game-Based Learning Affect Engineering Students' Confidence?
AU - Perez, Raul Frias
AU - Chung, Sydney
AU - Zastavker, Yevgeniya V.
AU - Bennett, Victoria
AU - Abdoun, Tarek
AU - Harteveld, Casper
N1 - Funding Information:
This material is based upon work supported by the National Science Foundation (DUE-1431838 and DUE-1915247). We would like to thank Jaclyn Ho 24’ and Simrun Mutha 23’ for their contribution towards our preliminary research findings. We also want to thank Grant Goodall 24’, Keanu Richards 24’, and Jen Siegel 24’ for their help in editing, as well as Casey May 22’ and Mason Grabowski 22’ for original work on these data and for returning to aid in revising this paper.
Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - This Work-in-Progress Research paper focuses on digital game-based learning (DGBL), which refers to the use of a virtual environment to support students' learning. In this exploratory study, we examine how students engage with GeoExplorer, a digital game-based learning environment that simulates Cone-Penetration Testing (CPT), an on-site test used in geotechnical engineering to investigate soil properties that students typically don't have access to. In GeoExplorer's CPT activity, students participate in a virtual internship in which they examine several sites with varied types of soil. This paper investigates DGBL environments by leveraging Self-Determination Theory (SDT) to ask the following research questions: (1) How do "freedom"and autonomy within GeoExplorer encourage students' new emergent learning strategies? and (2) How do emergent learning strategies in GeoExplorer support students' confidence as they self-guide their learning? Ten open-ended semi-structured interviews were performed with civil engineering students from three U.S.-based institutions. The data are analyzed using narrative analysis and a grounded theory approach. Our preliminary findings indicate that, while GeoExplorer is intended as a complement to in-person learning, it serves both as a complement and supplement to the online learning that helps to engage students during the pandemic. Students share that a felt sense of "freedom"within GeoExplorer encourages them to engage in different emergent learning strategies, such as repetition and trial and error. Students also describe that these emergent learning strategies promote knowledge retention and understanding, and further support their confidence in performing CPT. Our preliminary findings provide opportunities for students to practice autonomy and develop competency - two out of three basic psychological needs in SDT - in their educational processes.
AB - This Work-in-Progress Research paper focuses on digital game-based learning (DGBL), which refers to the use of a virtual environment to support students' learning. In this exploratory study, we examine how students engage with GeoExplorer, a digital game-based learning environment that simulates Cone-Penetration Testing (CPT), an on-site test used in geotechnical engineering to investigate soil properties that students typically don't have access to. In GeoExplorer's CPT activity, students participate in a virtual internship in which they examine several sites with varied types of soil. This paper investigates DGBL environments by leveraging Self-Determination Theory (SDT) to ask the following research questions: (1) How do "freedom"and autonomy within GeoExplorer encourage students' new emergent learning strategies? and (2) How do emergent learning strategies in GeoExplorer support students' confidence as they self-guide their learning? Ten open-ended semi-structured interviews were performed with civil engineering students from three U.S.-based institutions. The data are analyzed using narrative analysis and a grounded theory approach. Our preliminary findings indicate that, while GeoExplorer is intended as a complement to in-person learning, it serves both as a complement and supplement to the online learning that helps to engage students during the pandemic. Students share that a felt sense of "freedom"within GeoExplorer encourages them to engage in different emergent learning strategies, such as repetition and trial and error. Students also describe that these emergent learning strategies promote knowledge retention and understanding, and further support their confidence in performing CPT. Our preliminary findings provide opportunities for students to practice autonomy and develop competency - two out of three basic psychological needs in SDT - in their educational processes.
KW - Autonomy
KW - Civil Engineering
KW - Competency
KW - Confidence
KW - Game-Based Learning
KW - Mixed Reality
KW - Motivation
KW - Virtual Learning
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UR - http://www.scopus.com/inward/citedby.url?scp=85143786798&partnerID=8YFLogxK
U2 - 10.1109/FIE56618.2022.9962463
DO - 10.1109/FIE56618.2022.9962463
M3 - Conference contribution
AN - SCOPUS:85143786798
T3 - Proceedings - Frontiers in Education Conference, FIE
BT - 2022 IEEE Frontiers in Education Conference, FIE 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2022 IEEE Frontiers in Education Conference, FIE 2022
Y2 - 8 October 2022 through 11 October 2022
ER -