Abstract
Original language | English |
---|---|
Pages (from-to) | 110-155 |
Journal | International Journal of Creativity and Problem Solving |
Volume | 26 |
Issue number | 2 |
Early online date | 31 Oct 2016 |
Publication status | E-pub ahead of print - 31 Oct 2016 |
Keywords
- Problem-based learning
- problem-based games-based learning
- creativity
- engineering
- circuit theory
- gamification
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Designing Circuit Warz: enhancing teachers' and students' creativity through problem-based games-based learning in the computer engineering classroom. / Savin-Baden, Maggi; Callaghan, MJ.
In: International Journal of Creativity and Problem Solving, Vol. 26, No. 2, 31.10.2016, p. 110-155.Research output: Contribution to journal › Article › peer-review
TY - JOUR
T1 - Designing Circuit Warz: enhancing teachers' and students' creativity through problem-based games-based learning in the computer engineering classroom
AU - Savin-Baden, Maggi
AU - Callaghan, MJ
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ITALICS, Innovation in Teaching and Learning in Information and Computer Sciences, 8(3), 2–18. Retrieved from https://www.heacademy.ac.uk/sites/default/files/ital.8.3b.pdf Callaghan, M. J., McCusker, K... Losada, J.L., Harkin, J and Wilson, S. (2013). Using Game Based Learning in Virtual Worlds to Teach Electronic and Electrical Engineering, IEEE Trans. on Industrial Informatics, 9, (1) 575-584. Collins, A. and Ferguson, W. (1993). Epistemic forms and epistemic games: Structures and strategies to guide inquiry, Educational Psychologist, 28, (1) 25–42. Cropley, D. H. (2015a). Teaching engineers to think creatively: Barriers and challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge Cropley, D. H. (2015b). Creativity in engineering: Novel solutions to complex problems, San Diego, CA: Academic Press Cropley, D. (2016). Nurturing Creativity in the Engineering Classroom In R. Beghetto, J.C. Kaufman (eds) Nurturing Creativity in the Classroom, Cambridge: Cambridge University Press. (forthcoming) Gibbons, M., Limoges, C., Nowotny, H., Schwarzman, S., Scott, P., & Trow, M. (1994). The new production of knowledge: The dynamics of science and research in contemporary societies. London, UK: Sage. Hämäläinen, R., Manninen, T., Järvelä, S. and Päivi Häkkinen, P. (2006). Learning to collaborate: Designing collaboration in a 3-D game environment, Internet and Higher Education, 9, (1) 47–61. Haertel, T., Terkowsky, C. & Radtke, M. (2015). Creative students need creative teachers: Fostering the creativity of university teachers: A blind spot in higher engineering education? in Interactive Collaborative Learning (ICL), 2015 International Conference on. 137-140, 20th-24th Sept. 2015 doi: 10.1109/ICL.2015.7318014 Holyoak, K.J. (1991). Problem solving, in D.N. Osherson and E.E. 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A framework for understanding collaborative creativity in requirements engineering: Empirical validation," in Empirical Requirements Engineering (EmpiRE), 2IEEE Fourth International Workshop on,. 48-55, 25-25 Aug. 2014 doi: 10.1109/EmpiRE.2014.6890116 Markauskaite, L., Goodyear, P. & Bachfischer, A. (2014). Epistemic games for knowledgeable action in professional learning. Paper presented at the ICLS 2014 Symposium: Enrollment of Higher Education Students in Professional Knowledge and Practices, Boulder, CO, 23–27 June. Meyer, J. H. F., & Land, R. (2006). Threshold concepts and troublesome knowledge: Issues of liminality. In J. H. F. Meyer and R. Land (eds), Overcoming barriers to student understanding: Threshold concepts and troublesome knowledge 19–32 Abingdon: RoutledgeFalmer. Newman, J. (2004). Videogames, London: Routledge. Pratt, D. D., & Associates. (1998/2005). Five perspectives on teaching in adult and higher education. Malabar, FL: Krieger. Savin-Baden, M. (2000). 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PY - 2016/10/31
Y1 - 2016/10/31
N2 - This paper argues that as students are increasingly digitally tethered to powerful, ‘always on’ mobile devices, new models of engagement and creative approaches to teaching and learning in engineering are required. Therefore, this paper explores the use of gamification and problem-based learning in an educational setting to increase student engagement and creativity. This paper provides a practical example of using game mechanics and demonstrates how a commercial game engine, in this case, Unity3D, can be used to create simulations to teach advanced electronic and electrical circuit theory. The Circuit Warz project is introduced and it is used to illustrate the ways in which engineering education might be reimagined to create engaging student learning experiences that are problem-centred and pedagogically sound.
AB - This paper argues that as students are increasingly digitally tethered to powerful, ‘always on’ mobile devices, new models of engagement and creative approaches to teaching and learning in engineering are required. Therefore, this paper explores the use of gamification and problem-based learning in an educational setting to increase student engagement and creativity. This paper provides a practical example of using game mechanics and demonstrates how a commercial game engine, in this case, Unity3D, can be used to create simulations to teach advanced electronic and electrical circuit theory. The Circuit Warz project is introduced and it is used to illustrate the ways in which engineering education might be reimagined to create engaging student learning experiences that are problem-centred and pedagogically sound.
KW - Problem-based learning
KW - problem-based games-based learning
KW - creativity
KW - engineering
KW - circuit theory
KW - gamification
M3 - Article
VL - 26
SP - 110
EP - 155
JO - International Journal of Creativity and Problem Solving
JF - International Journal of Creativity and Problem Solving
SN - 1598-723X
IS - 2
ER -