Conference paper 2022

Work-in-progress: A gamified pedagogical system for teaching construction scheduling through active exploration

ASEE Annual Conference and Exposition, Conference Proceedings
Conference
Abstract

This is a work-in-progress paper to share the latest outcomes of an ongoing research project focused on developing and assessing the effectiveness of a novel approach for construction engineering education based on guided active exploration in a digital game environment. The objective of this study is to assess the effectiveness of guided active exploration in a digital game environment on students' ability to discover systematic solutions for fundamental engineering problems contextualized in domain-specific settings. To address this objective, we are designing and developing an online game, called Zebel: Genesis. The game coupled with a series of pre- and post-assessment tools will be used as learning materials in a graduate-level construction scheduling course in the Department of Civil, Environmental, and Ocean Engineering (CEOE) at Stevens Institute of Technology to collect empirical evidence for qualitative and quantitative analyses. The design of the game is based on the Constructivism learning theory. The Constructivism learning framework for gamification that forms the foundation of our game platform consists of six essential elements: (1) modeling; (2) reflection; (3) strategy formation; (4) scaffolded exploration; (5) debriefing; and (6) articulation. The final game will have three chapters: (i) linear scheduling, (ii) task dependencies and critical path, and (iii) equipment planning and resource management. So far, we have developed the preliminary version of the first two chapters, and we will use it for a pilot study to examine the functionality of the game and assessment tools. This work-in-progress paper presents the game platform, our assessment strategy, and implementation plans. © American Society for Engineering Education, 2022.

Keywords

Author Keywords

Not provided

Index Keywords

Engineering education Engineering research Construction engineering Computer games Assessment tool Environmental technology Active explorations Construction scheduling Digital games Scheduling Engineering problems Domain specific Game environment Game platforms Pedagogical systems
Author Affiliations
Not provided
Funding & Acknowledgements
No funding information
References 10 References
1 Ancient History, (2018)
2 How the Maya Built their World Energetics and Ancient Architecture, (1994)
3 Student Success in College Creating Conditions that Matter, (2005)
4 Learner Centered Teaching Five Key Changes to Practice, (2002)
5 Empirical Structural Design for Architects Engineers and Builders, (2018)
6 Psychology of Learning for Instruction, (2000)
7 Newstetter, Wendy C., Learning theories for engineering education practice, Cambridge Handbook of Engineering Education Research, pp. 29-46, (2015)
8 Jumaat, Nurul Farhana, Project-based learning from constructivism point of view, Advanced Science Letters, 23, 8, pp. 7904-7906, (2017)
9 Constructivist Computer Assisted Learning Theory and Techniques, (1996)
10 Constructivism Workplace Learning and Vocational Education, (1997)
Quick Actions
Citation Metrics
0
Times Cited (Scopus)

References 10
Document Identifiers
  • EID 2-s2.0-85138243063
  • Language English