How Can a Serious Game Impact Student Motivation and Learning? NARET TREVIÑO-GUZMÁN [email protected] Advisor: CRISTINA POMALES-GARCÍA UNIVERSITY OF PUERTO RICO – MAYAGÜEZ CAMPUS Department of INDUSTRIAL ENGINEERING Abstract A simulation computer game focused on motivating and supporting learning of fundamental Industrial Engineering (IE) concepts in a manufacturing environment was tested. A group of 44 IE freshman and pre-college students participated as gamers to test the effectiveness of the game. Results show that students experienced an increase in motivation to pursue or continue IE studies after the gaming activity, as well as an increase in understanding about some of the roles an IE performs within a manufacturing environment. The simulation game allowed students to grasp aspects among a variety of areas within the field; particularly about Economic Analysis, Human Resources Planning, and Industrial Organization and Management. Results from the interviews show that participants were able to recall new concepts from the gaming activity relevant to the IE career, suggesting that gamers were able to transfer new ideas from knowledge gained by playing. Our study suggests that gaming can be used to recruit, motivate and retain the best talent while providing opportunities for learning in context. Future work aims to evaluate the impact of the game at different stages of the IE program career, with particular emphasis on retention and learning in context. Introduction Results (Cont.) 60% Percentages of Gamers The IE Department at UPRM in collaboration with the Computer Engineering and Graphic Arts departments developed a serious computer game denominated Virtual Factory (VF). The VF game was tested with the following objectives: Understand if the game is a useful tool to motivate students to pursue a career in IE. Understand if the game improves student’s understanding about IE. Measure difference in responses between high school and freshmen participants. Identify if the game supports student’s learning in context. Methodology Pre-Test 50% Post-Test 40% 30% 20% 10% 0% Ques ons Used to Measure Mo va on and Analyze Understanding 0 10 20 30 40 50 60 100 Learning in Context: Human Resources Management Keywords: Hire/Fire, Assign Roles (100%) Keywords: Activities’ Priorities (21%) POST-TEST PLAY VF 90 Figure 2: Motivational ratings Production Planning & Scheduling PRE-TEST 80 Motivational Rating (0-100 scale) (1) On a scale from 0 to 100, where 0 means not mo vated and 100 means extremely mo vated, indicate how mo vated you feel to start/con nue undergraduate studies in IE. (2) Do you want to apply to the IE undergraduate program or con nue undergraduate IE studies? (3) Based on your understanding, what do you think IE is? S T A R T 70 Cost Analysis & Control Unit Load Keywords: Cost, Income, Profit (11%) Keywords: Transportation Amount (29%) IE Manufacturing Concepts PRE-COLLEGE Equipment Management Facilities Planning Keywords: Buy/Sell, Maintenance (93%) Material Requirement Planning TYPE OF STUDENT? INTERVIEW Keywords: Re-order Point, Raw Material, Order Quantity (86%) Figure 3: Percentages of gamers that recognized of IE Manufacturing Concepts Understanding About IE: FRESHMAN 59% 60% Percentage of Gamers that Identified the Aspect of Gamers Percentages Ques ons Used to Analyze Learning in Context (1) What decisions could you make in the game? (2) How did your decisions affect your budget? Figure 1: Process followed during study Results Motivation: Table 1: Wilcoxon Ranked Signed Tests for change in motivation H0: There is no change in motivation before and after gaming; H1: Gaming increases motivation levels Level of Significance (α): 0.05 Reject H0 if P-value < α N Median P-value H0 H1 Pre-College 30 15 0 X Freshman 14 10 0.014 X that Identified IE Aspects E N D Keywords: Storage/Slots (43%) 55% Pre-Test Post-Test 50% 41% 40% 32% 30% 20% 27% 20% 16% 20% 20%20% 16% 14% 11% 10% 20% 11% 5% 7% 11% 9% 5% 2% 0% Production Process Design Control Scheduling Improvement (Methods & (Production, of Resources Systems) Process & Quality) Decision Making Production Planning & Logistics Diversity Human Industrial Economic Resources Organization Analysis & Management Industrial Engineering Aspect Industrial Engineering Aspect Figure 4: Frequent IE aspects recognized by gamers Table 2: Mann-Whitney Statistical Test for change in motivation H0: No difference between change in motivation; H1: Difference between change in motivation Level of Significance (α): 0.05 Reject H0 if P-value < α N Median P-value H0 H1 Pre-College 30 15 0.1901 X Freshman 14 10 Table Changesininstudents' students’motivation motivationafter afterplaying playing Table 4: 3: Changes Remained the Increased Decreased Same Pre-College (%) 24 (80%) 3 (10%) 3 (10%) Freshman (%) 8 (57%) 6 (43%) 0 (0%) Total 32 (73%) 9 (20%) 3 (7%) Pre-Test Gamer 1 A Bit 2% An Industrial Engineer is responsible for facilitating the production of goods. A Lot 25% Produc on Post-Test Gamer 1 A Li le Bit 0% Quite a Bit 73% Nothing 0% Pre-Test Gamer 2 An Industrial Engineer seeks to improve things. Post-Test Gamer 2 An Industrial Engineer is responsible An Industrial Engineer is responsible Produc on for facilitating and creating an order for improving production processes in Process Improvement for factories to produce better. He is an industry in order for production to responsible of establishing priorities to be more efficient. To fulfill this the tasks that need to be done. purpose he supervises every detail and Industrial Organiza on & Management process. Figure 5: Self-perception of learning after playing Improvement Process Improvement Produc on Industrial Management . Figure 6: Example of context analysis Conclusions • Both groups experienced an increase in motivation to pursue or continue IE studies after the gaming activity. • The VF game increased participants’ understanding about some of the roles an IE performs within a manufacturing environment; particularly about Economic Analysis, Human Resources Planning, and Industrial Organization and Management. • Results from the interviews show that participants were able to recall new concepts from the gaming activity relevant to the IE career. • Our study suggests that gaming can be used as a motivational tool to recruit, and retain the best talent while providing opportunities for learning in context. Acknowledgements We would like to acknowledge the funding from the National Science Foundation (NSF Award No. 0835990), the Dean of Engineering and the collaboration of faculty members from Industrial Engineering, Computer Engineering and Graphic Arts departments. We also thanks former and current development teams for their efforts directed towards the success of the VF game project. 7th NEA Science Day Northeast Alliance for Graduate Education and the Professoriate Liaison Office University of Puerto Rico- Mayagüez
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