TY - GEN
T1 - Work in progress - An investigation of varied game-based learning systems in engineering education
AU - Chen, Wei Fan
PY - 2010
Y1 - 2010
N2 - This study developed and evaluated two varied game-based learning systems in a software engineering course. The first system adopted a role-playing gaming strategy for students to learn about the process of software development effort estimation in a team-based environment. The second system used a traditional drill-and-practice gaming strategy to guide design. An experimental study involving human subjects was conducted to compare the effects of both systems on students' learning performance and attitude. Univariate analyses revealed that the game-based learning had a significant main effect on dependent variables in the knowledge test (F=5.166, p<.05), but not in the intention and satisfaction measures (p>.05). The results showed that students in the drill-and-practice gaming group achieved significantly higher scores in the knowledge test (M=72.86) than the role-playing gaming group (M=61.90). The measures of students' intention and satisfaction were in the range of a moderate to high level. However, no significant differences were found between the two groups in terms of their affective measures.
AB - This study developed and evaluated two varied game-based learning systems in a software engineering course. The first system adopted a role-playing gaming strategy for students to learn about the process of software development effort estimation in a team-based environment. The second system used a traditional drill-and-practice gaming strategy to guide design. An experimental study involving human subjects was conducted to compare the effects of both systems on students' learning performance and attitude. Univariate analyses revealed that the game-based learning had a significant main effect on dependent variables in the knowledge test (F=5.166, p<.05), but not in the intention and satisfaction measures (p>.05). The results showed that students in the drill-and-practice gaming group achieved significantly higher scores in the knowledge test (M=72.86) than the role-playing gaming group (M=61.90). The measures of students' intention and satisfaction were in the range of a moderate to high level. However, no significant differences were found between the two groups in terms of their affective measures.
UR - http://www.scopus.com/inward/record.url?scp=78751503383&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78751503383&partnerID=8YFLogxK
U2 - 10.1109/FIE.2010.5673424
DO - 10.1109/FIE.2010.5673424
M3 - Conference contribution
AN - SCOPUS:78751503383
SN - 9781424462599
T3 - Proceedings - Frontiers in Education Conference, FIE
SP - S1G1-S1G2
BT - 40th Annual Frontiers in Education Conference
T2 - 40th Annual Frontiers in Education Conference: Celebrating Forty Years of Innovation, FIE 2010
Y2 - 27 October 2010 through 30 October 2010
ER -