Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education

MJ Callaghan, M Savin-Baden, N McShane, A Gomez-Equiluz

Research output: Contribution to journalArticle

13 Citations (Scopus)

Abstract

In a world where students are increasing digitally tethered to powerful, ‘always on’ mobile devices, new models of engagement and approaches to teaching and learning are required from educators. Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The development phase of the Circuit Warz game is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its practical use in an educational game design scenario is shown as a case study.
LanguageEnglish
Pages1-7
JournalIEEE Transactions on Emerging Topics in Computing
Volume99
Issue number1
DOIs
Publication statusPublished - 4 Dec 2015

Fingerprint

Engineering education
Mechanics
Students
Electronics engineering
Mobile devices
Teaching
Acoustic waves
Networks (circuits)
Serious games

Keywords

  • Engineering Education
  • Learning Mechanics–Game Mechanics (LM-GM) model
  • Game based learning

Cite this

Callaghan, MJ ; Savin-Baden, M ; McShane, N ; Gomez-Equiluz, A. / Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education. 2015 ; Vol. 99, No. 1. pp. 1-7.
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note = "Reference text: rensky, M. Information and Background on The Monkey Wrench Conspiracy, http://www.marcprensky.com/ Last accessed 08/2015 Kosmadoudi, Z., Lim, T., Ritchie, J., Louchart, S., Liu, Y., Sung, R.: Eng. design using game-enhanced CAD: Potential to augment user experience with game elements. CAD 45 (3) (2013) 777-795 Aziz, E.-S., Esche, S. K. & Chassapis, C.: Review of the state of the art in virtual learning environments. Computers in Education Journal, Vol. 20, No. 1, pp. 22-35. (2010) E. Klopfer, and S.Osterweil. “The Boom and Bust and Boom of Educational Games.” In Trans. Edutainment IX (2013): 290–296. Quinn, C. N. (1994). Designing educational computer games. (A-59, pp. 45–57). Amsterdam: Elsevier Science. Kiili, K. & Lainema, T. (2008) Measuring Engagement in Educational Games. Inter. Learning Research. 19 (3). 469-488 Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R. and De Gloria, A. (2014) Mapping learning and game mechanics for games analysis. British Journal of Educ. Technology Volume 46, Issue 2, pages 391–411, March 2015 Callaghan, M.J., McCusker, K., Losada, J.L., Harkin, J., and Wilson. S.: Using Game-Based Learning in Virtual Worlds to Teach Electronic and Electrical Engineering, IEEE Trans. on Industrial Informatics, vol. 9, no. 1, pp. 575-584, Feb 2013. Callaghan, M.J., McCusker, K., Losada, J.L., Harkin, J., and Wilson. S,: Engineering Education Island: Innovation in Teaching and Learning in Sciences, Vol. 8 Issue 3 November (2009) Unity3D game engine, Last accessed 08/2015 from http://www.unity3d.com Willis, J., (1996). A framework for task-based learning. Harlow, U.K., Longman Addison- Wesley. Slater, M., Khanna, P., Mortensen, J., & Yu, I. (2009). Visual realism enhances realistic response in virtual environments. Computer Graphics and Applications, IEEE, 29(3), 76-84. Sliney, A., & Murphy, D. (2008, February). JDoc: A serious game for medical learning. In Advances in Computer-Human Interaction, 2008 First International Conference on (pp. 131-136). IEEE. Bellotti, F., Berta, R., De Gloria, A., D'ursi, A. and Fiore,V. (2012) {"}A serious game model for cultural heritage{"}. Jour. on Computing & Cultural Heritage (JOCCH), Vol. 5 Issue 4, Dec. 2012 Dickey, M. D. (2005). Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67-83. Timmers, C., & Veldkamp, B. (2011). Attention paid to feedback provided by a computer-based assessment for learning on information literacy. Computers & Education, 56(3), 923-930. F.Bellotti, B.Kapralos, K.Lee, P.Moreno-Ger and R.Berta, R, “Assessment in and of Serious Games: An overview” In Advances in Human Computer Interaction, 2013, 11. Shute, V. J., Ventura, M., Bauer, M. I. & Zapata- Rivera. D. (2009). Melding the power of serious games and embedded assessment. Serious Games: (pp 295-321) Routledge. Serrano-Laguna, A. J.Torrente, P.Moreno-Ger B. Fern{\'a}ndez-Manj{\'o}n, “Application of Learning Analytics and Videogames for Student Assessment”. Procedia Computer Science, 15, 203—209 Game Analytics, Last accessed 08/2015 from https://unity3d.com/services/analytics H. Hummel, R.Nadolski, D. Joosten-ten Brinke, and L.Baartman, “Validation of Game scenarios for the assessment of professional competence” In ECTEL2014 conference, Graz, Austria.",
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Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education. / Callaghan, MJ; Savin-Baden, M; McShane, N; Gomez-Equiluz, A.

Vol. 99, No. 1, 04.12.2015, p. 1-7.

Research output: Contribution to journalArticle

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