A Novel 'Game Design' Methodology for STEM Program

S. Viswanathan, B. Radhakrishnan
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引用次数: 5

Abstract

A novel approach to teaching concepts using game design in the graduate sustainability and engineering management programs is illustrated. These student-built games tied to demonstrate the course learning outcomes (CLOs) were tested in a classroom environment. This pilot study's impact on student learning, motivation, creativity, engagement, innovation, team interactions, and instructor leadership, and its contribution towards the achievement of CLOs were assessed in multiple courses. The results from this pilot study involving students indicated that the game design, creation, and play is an effective and innovative pedagogical tool that could promote student engagement, motivation, critical thinking, and learning skills with minimal educational tools. In addition, this innovative teaching tool could help change the declining and waning interest in STEM+ programs at the graduate level.
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一种针对STEM项目的新颖“游戏设计”方法
本文阐述了在研究生可持续发展和工程管理课程中使用游戏设计来教授概念的一种新方法。这些学生制作的游戏是为了展示课程学习成果(CLOs),并在课堂环境中进行测试。该试点研究对学生学习、动机、创造力、参与、创新、团队互动和教师领导的影响,以及它对实现CLOs的贡献,在多个课程中进行了评估。这项涉及学生的试点研究的结果表明,游戏设计、创造和玩法是一种有效且创新的教学工具,可以用最少的教育工具提高学生的参与度、积极性、批判性思维和学习技能。此外,这种创新的教学工具可以帮助改变研究生对STEM+项目日益下降的兴趣。
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