Abstract
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 language | English |
|---|---|
| Title of host publication | Gamification - Analysis, Design and Development |
| Editors | Ioannis Deliyannis |
| Publisher | IntechOpen |
| Chapter | 5 |
| Number of pages | 26 |
| ISBN (Electronic) | 9781803562629 |
| ISBN (Print) | 9781803562612 |
| DOIs | |
| Publication status | Published - 22 Feb 2023 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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