Activity Based Learning (ABL) Using Gamification (GBL) in Mechanical Engineering Design Education: A Studio-Based Case Study

Michael Mavromihales, Violeta Holmes

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review


In our research, we aim to introduce Game-based learning (GBL) activity as part of a holistic approach to supporting knowledge acquisition within a Mechanical Design module. Our case study evaluates Activity Based Learning (ABL) by use of GBL as a tool to drive collaborative student learning. The activity described targets students’ ability to engage in hands-on practical collaborative learning, utilising existing skills in order to collectively share and reinforce knowledge. It relies on knowledge acquired from several subject topics thus consolidating applications through a studio-based activity in the form of a game bringing about its own benefits in teaching and learning. Widely used in a range of subjects, the application of GBL in Engineering and Technology and its effectiveness is less explored and reported as a learning tool in Engineering education. We present an approach to underpinning engineering education as part of a studio-based activity for Mechanical Engineering Design. We explore the options and potential for collaborative learning whilst offering students the opportunity to compete with peer teams for ranked positions on a leader board. We report on the level of student engagement and the extent to which learning outcomes were met through the introduction of such an activity.
Original languageEnglish
Title of host publicationGamification - Analysis, Design and Development
EditorsIoannis Deliyannis
Number of pages26
Publication statusE-pub ahead of print - 19 Jul 2022

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