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Record W4391599320 · doi:10.18260/1-2--43520

Making Learning Fun: Implementing a Gamified Approach to Materials Science and Engineering Education

2024· article· en· W4391599320 on OpenAlexafffund
Shayna Earle, Liza‐Anastasia DiCecco, Dakota M. Binkley, Muhammad Arshad, Andrew Lucentini, Gerald Tembrevilla, Bosco Yu

Bibliographic record

Venuenot available
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsMcMaster UniversityUniversity of VictoriaMount Saint Vincent UniversityUniversity of British ColumbiaNatural Sciences and Engineering Research Council of Canada
FundersMcMaster University
KeywordsComputer scienceEngineering educationMultimediaMathematics educationHuman–computer interactionEngineering managementEngineeringPsychology

Abstract

fetched live from OpenAlex

Abstract Materials science plays a critical role in educating future engineers, where knowledge of materials selection is essential for design and problem-solving. However, many programs rely on traditional lecture styles to convey this fundamental knowledge. While these teaching styles can be effective, they provide little opportunity to actively engage and expose learners to memorable experiential learning elements. The COVID-19 pandemic presented a new opportunity to focus on developing unique teaching tools to reach students on virtual platforms. Although the development of these tools was critical in today's technology-driven society, pandemic teaching and learning remained challenging, which likely contributed to the amplification of virtual gamified learning. In redesigning our first-year engineering curriculum within the Faculty of Engineering at McMaster University into the new Integrated Cornerstone Design Projects in Engineering (ENG 1P13) course, an opportunity to re-evaluate our teaching approach was presented, which allowed us to further explore ways to increase student engagement and learner creativity. This work focuses on the introduction of a gamified active-learning approach to teach materials science within the first-year curriculum. The purpose of this intervention was to enhance the learner experience to demystify the fundamentals by connecting theory to practice. Although pedagogical literature highlights the effectiveness of gamified learning strategies to enhance the learning experience, limited examples were found within the materials science and engineering fields. In this work, two types of materials science games along with other interactive lab components were successfully implemented in an adaptable fashion for in-person and virtual teaching styles for over 1200 learners. The first type is adapted based on popular board games in efforts to design relatable understandable games such that the students could focus on learning the new materials and not the game rules, "Materials Battleships", and "Materials Taboo", where gamified strategies are incorporated to introduce students to materials properties and materials selection. The second involves the design of custom virtual emulators that challenge learners to explore the mechanical and electrical behaviour of materials. The games challenged learners to explore various materials and science concepts in a fun way. Our survey responses from participating students were used to evaluate the approach; these findings highlight that gamification stimulated students' interest in material science and motivation to participate. While the majority of students surveyed found the new activities enjoyable, the results also indicate higher learning engagement and increased interest in materials science for upper-level stream selection choice after the open first year. The analysis of these surveys targets what factors were effective in increasing engagement as well as effectiveness in teaching content. The success of gamified learning for material science coupled with the targeted data for improvement and adaption creates a space for significant improvement in the material science curriculum.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.757
Threshold uncertainty score0.316

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.048
GPT teacher head0.372
Teacher spread0.325 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations5
Published2024
Admission routes2
Has abstractyes

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