TEACHING LINEAR SCHEDULING THROUGH GAMIFIED ACTIVE EXPLORATION

Mohammad Ilbeigi
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Abstract

Previous research convincingly demonstrates that incorporating active and collaborative instructional methods, along with effective strategies to foster student engagement, consistently yields improved learning outcomes. However, conventional educational programs in construction engineering and management are often inflexible, providing limited opportunities for students to actively participate in experiential learning that could contribute to firsthand experience and guide them in finding solutions. This study addresses this gap by developing and empirically evaluating an innovative gamified pedagogical approach aimed at teaching linear scheduling through guided active exploration within a digital gaming environment. The proposed approach and its associated game are grounded in constructivist learning theory. A scenario-based interactive game named Zebel was created using the Unity game engine. Employing a set of pre-and post-assessment tools, the proposed method was implemented and assessed in a graduate-level course on construction planning and scheduling to gather empirical data. The results indicate that the proposed pedagogy effectively guided students, even those without prior knowledge of linear scheduling, in discovering fundamental concepts and systematic solutions for the presented problems.
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通过游戏化的主动探索进行线性调度教学
以往的研究令人信服地表明,采用积极和协作的教学方法以及促进学生参与的有效策略,可以不断提高学习效果。然而,建筑工程与管理专业的传统教育课程往往缺乏灵活性,为学生提供的积极参与体验式学习的机会有限,而这种体验式学习有助于学生获得第一手经验并指导他们找到解决方案。本研究针对这一差距,开发了一种创新的游戏化教学方法,旨在通过引导学生在数字游戏环境中进行积极探索来教授线性调度,并对该方法进行了实证评估。所提出的方法及其相关游戏均以建构主义学习理论为基础。我们使用 Unity 游戏引擎制作了一款名为 "Zebel "的情景互动游戏。采用一套前评估和后评估工具,在一门关于建筑规划和调度的研究生课程中实施并评估了所提出的方法,以收集经验数据。结果表明,所提出的教学法有效地指导了学生,即使是那些没有线性调度知识的学生,也能发现基本概念和所提出问题的系统解决方案。
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