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Record W4391956855 · doi:10.18260/1-2--37709

Serious Games in Engineering: The Current State, Trends, and Future

2024· article· en· W4391956855 on OpenAlexaff
Javeed Kittur, Tahzinul Islam

Bibliographic record

Venue2021 ASEE Virtual Annual Conference Content Access Proceedings · 2024
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsYork University
Fundersnot available
KeywordsCurrent (fluid)State (computer science)Computer scienceData scienceEngineeringElectrical engineeringProgramming language

Abstract

fetched live from OpenAlex

Since its inception in the late 20 th Century, computer graphics have improved exponentially and is improving even further in new avenues.While arcade games were early adopters of computer graphics, it was really in the 1990s, with the advent of the personal computer, that video games really started to gain traction.The video gaming industry started humbly with an online community of recreational developers.However, the internet bubble saw companies investing heavily in this new medium for games.Today, the video gaming industry is worth closer to $150 billion USD of yearly revenue, with well established practices, trends and new genres [1].Furthermore, video games have delivered a wide variety of experiences, from interactive story telling, open world exploration, social games, puzzle games, virtual reality games, mobile games and so on.The present paper seeks to provide a direct comparison of trends in the video gaming industry, and how it could be translated to Serious Games in Engineering Education.To this aim, 28 relevant studies which have reported games for teaching engineering courses within the past decade were investigated.These studies were obtained after extensive Scopus search queries and filtered manually according to 8 research questions.Key questions we seek to investigate are what genre of games are being employed, disciplines most often targeted for gamification, assessment tools used to gather data on student learning within gamified settings, learning outcomes and attitudes towards game modules for students' engineering courses and as well as data analysis/collection methods.The results indicated that computer engineering and mechanical engineering disciplines were most used in serious games in engineering education.Unique concepts/topics were addressed is all the 28 articles reviewed.Questionnaire and pre-and post-tests were the most preferred data collected tools.20 out of 28 articles used convenience sampling as the sampling method and most articles used sample sizes less than 100.Most articles used descriptive analyses methods in analyzing the data.Simulation was reported as the most used game genres and web-based application game platforms was commonly used in serious games in engineering education.

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 machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.003
metaresearch head score (Gemma)0.007
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.006
Threshold uncertainty score0.019

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0030.007
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0040.007
Science and technology studies0.0010.002
Scholarly communication0.0060.008
Open science0.0010.002
Research integrity0.0020.002
Insufficient payload (model declined to judge)0.0060.001

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 head0.040
GPT teacher head0.327
Teacher spread0.287 · 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 source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreReview

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

Citations10
Published2024
Admission routes1
Has abstractyes

Explore more

Same venue2021 ASEE Virtual Annual Conference Content Access ProceedingsSame topicEducational Games and GamificationFrench-language works237,207