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Teaching Digital Circuit Design With a 3-D Video Game: The Impact of Using In-Game Tools on Students' Performance

Oren, Mehmet ; Pedersen, Susan ; Butler-Purry, Karen L.

IEEE transactions on education, 2021-02, Vol.64 (1), p.24-31 [Periódico revisado por pares]

IEEE

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  • Título:
    Teaching Digital Circuit Design With a 3-D Video Game: The Impact of Using In-Game Tools on Students' Performance
  • Autor: Oren, Mehmet ; Pedersen, Susan ; Butler-Purry, Karen L.
  • Assuntos: College Students ; Design ; Digital circuit design ; Digital circuits ; digital system design ; Educational Games ; Electronic Equipment ; Engineering Education ; Game Based Learning ; Games ; Guidance ; in-game tools ; Instructional Effectiveness ; Introductory Courses ; Performance Factors ; Productivity ; Scaffolding (Teaching Technique) ; serious games ; Task analysis ; Troubleshooting ; Video Games
  • É parte de: IEEE transactions on education, 2021-02, Vol.64 (1), p.24-31
  • Notas: ObjectType-Article-2
    SourceType-Scholarly Journals-1
    content type line 23
    ObjectType-Report-1
  • Descrição: Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of empirical evidence of how to design effective games to address educational goals. One component of games that can serve as a support mechanism to help players be successful in the game is the in-game tools. This article investigates the impact of three types of instructional in-game tools on engineering students' performance on digital circuit design tasks. Research Questions: To what extent do different types of in-game tools (content-specific instructional guidance tool, scaffold, and productivity tool) contribute to players' performance on digital circuit design tasks? Methodology: This article presents the design of an educational video game to teach digital circuits design. It presents three discrete types of in-game tools and investigates their impact on students' learning performance. For this investigation, multiple regression analysis was used to show the relations between the tools and learning performance (<inline-formula> <tex-math notation="LaTeX">{N}=176 </tex-math></inline-formula>). Findings: The results show the player use of tools that provide content-specific instructional guidance and scaffolding for troubleshooting is correlated with their learning performance. The productivity tool did not significantly contribute to the learning performance of the students.
  • Editor: IEEE
  • Idioma: Inglês

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