DIGITAL LIBRARY
THE IMPACT OF GAME-BASED LEARNING PLATFORMS IN TEACHING UNDERGRADUATE ENGINEERING COURSES
Polytechnique Montreal (CANADA)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Pages: 1811-1817
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.0515
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
Classroom dynamics play an essential role in students’ motivation and satisfaction. Generation Z (Zoomers) is familiar with and interested in game-based platforms and using these techniques improves their learning experience. A fun and positive atmosphere during the game can decrease the stress of students and aid in group learning. In this paper, two case studies of using Kahoot in teaching manufacturing planning/control and sustainable production systems to undergraduate students in an engineering school are analyzed. Data includes the results of twenty Kahoot games designed by the author for teaching key topics in the industrial engineering field. The games are run in two classrooms during the winter and fall of 2022. A data analysis approach is used to evaluate the game reports based on the topic content and students' performances. The design of questions, creativity, curiosity improvement, and student satisfaction are discussed. The conclusion and recommendations for designing and running the games are provided.
Keywords:
Game-based platforms, Engineering courses, Classroom dynamics, Industrial engineering.