TY - JOUR
T1 - A Study on the Effectiveness of using Integrated Nonlinear Storytelling and Simulation-based Learning Game in an Operations Research Course
AU - Ashour, Omar
AU - Seamon, Ashley
AU - Lopez, Christian
AU - Ozden, Sabahattin Gokhan
AU - DiFrancesca, Daniell
AU - Tucker, Conrad S.
N1 - Funding Information:
The authors would like to thank the National Science Foundation (NSF) for funding this work under Grant # 1834465. Any opinions, findings, or conclusions found in this paper are those of the authors and do not necessarily reflect the views of the sponsors. The authors would like to thank Xing Chen and Ryan MacCagnan for their help in developing the game.
Funding Information:
Dr. Sabahattin Gokhan Ozden is an Assistant Professor of Information Sciences and Technology at Penn State Abington. He holds a Ph.D. in Industrial and Systems Engineering from Auburn University. He graduated from MISE program in Auburn University Industrial and Systems Engineering Department in 2012. He has a Bachelor of Science in Software Engineering and a Double Major in Industrial Systems Engineering from Izmir University of Economics. He is a two times recipient of the Material Handling Education Foundation, Inc. Scholarship. His research has been awarded by National Science Foundation, Penn State Strategic Initiative Seed Grant, Penn State Social Science Research Institute, Penn State Justice Center for Research, and Penn State Abington Chancellor’s grant. His research interests include facility logistics, heuristic optimization, sequencing and scheduling, simulation, model driven engineering, and engineering education.
Publisher Copyright:
© American Society for Engineering Education, 2022.
PY - 2022/8/23
Y1 - 2022/8/23
N2 - This study investigates the effectiveness of using a learning module that combines interactive nonlinear storytelling games with three-dimensional (3D) simulation models. The story narrative is used to mimic real-world scenarios to train students to apply their knowledge. Using simulation software and games can facilitate practical understanding of complex systems and enhance students' learning outcomes via situated learning. Situated learning is a pedagogical approach that places learners in real-life problem-solving situations to foster meaningful STEM learning. In this work, students use a nonlinear story to represent and express what they know about inventory and queueing models. Students use the simulation models to examine, analyze, and access virtual worlds that mimic real-world systems, interpret the information, organize their knowledge, and represent what they have learned. To investigate the effectiveness of combining nonlinear storytelling & simulation-based learning on students' learning and motivation, two groups are compared: control (simulation-based only) (1), and intervention (nonlinear story and simulation learning game) (2). The control group is composed of students who used simulation models with a traditional case study format. In comparison, the nonlinear story and simulation learning game group is represented by the students who are taught with the aid of the game learning module. The results of this study compared the groups in terms of students' motivation, engineering identity, and learning outcomes. The data of the control and intervention groups were collected in Fall 2020, and Fall 2021, respectively. The intervention group showed higher overall motivation and learning outcomes compared to the control group.
AB - This study investigates the effectiveness of using a learning module that combines interactive nonlinear storytelling games with three-dimensional (3D) simulation models. The story narrative is used to mimic real-world scenarios to train students to apply their knowledge. Using simulation software and games can facilitate practical understanding of complex systems and enhance students' learning outcomes via situated learning. Situated learning is a pedagogical approach that places learners in real-life problem-solving situations to foster meaningful STEM learning. In this work, students use a nonlinear story to represent and express what they know about inventory and queueing models. Students use the simulation models to examine, analyze, and access virtual worlds that mimic real-world systems, interpret the information, organize their knowledge, and represent what they have learned. To investigate the effectiveness of combining nonlinear storytelling & simulation-based learning on students' learning and motivation, two groups are compared: control (simulation-based only) (1), and intervention (nonlinear story and simulation learning game) (2). The control group is composed of students who used simulation models with a traditional case study format. In comparison, the nonlinear story and simulation learning game group is represented by the students who are taught with the aid of the game learning module. The results of this study compared the groups in terms of students' motivation, engineering identity, and learning outcomes. The data of the control and intervention groups were collected in Fall 2020, and Fall 2021, respectively. The intervention group showed higher overall motivation and learning outcomes compared to the control group.
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M3 - Conference article
AN - SCOPUS:85138254821
SN - 2153-5965
JO - ASEE Annual Conference and Exposition, Conference Proceedings
JF - ASEE Annual Conference and Exposition, Conference Proceedings
T2 - 129th ASEE Annual Conference and Exposition: Excellence Through Diversity, ASEE 2022
Y2 - 26 June 2022 through 29 June 2022
ER -