Session W2C Designing and Using an On-line Game to Teach Engineering John M. Pfotenhauer, David J. Gagnon, Michael J. Litzkow, and Christopher C. Blakesley University of Wisconsin – Madison, [email protected], [email protected], [email protected], [email protected] Abstract - We have developed an on-line game, built around a simple simulator, as an innovative approach to mitigate the time and budget constraints that hinder the development of engineering expertise within a typical one-semester course. Students playing the game, as an alternative to calculation-based homework sets, develop a rich empirical understanding of the engineering principles of interest. A variety of gaming features such as real-life role-playing, competition, and graphically amplified results transform a Matlab-based simulator from being merely a sophisticated calculator into a learning tool that motivates exploration and provides rapid meaningful feedback to real-life engineering design challenges. As with many engineering projects, solutions are obtained by adjusting a variety of interrelated parameters within a set of physical constraints to satisfy a threshold condition. A comparison of a player’s solution to an optimal solution provides a quantitative mechanism through which feedback can be easily provided, a competitive factor for either personal accomplishment or group bragging rights, and motivation to pursue the optimal solution. Decisions required during the game engage learning at the advanced level of comparisons and analyses. A digital record of the students’ interaction with the game enables an innovative mechanism for learning assessment. Index terms – on-line game, learning tool, assessment. INTRODUCTION In a variety of engineering fields where the end goal of education is to produce technically competent designers, learning is frequently best accomplished in settings where hands-on experience compliments theory and modeling. However, the time and budget required to develop such expert design capabilities usually far exceed what is available for a typical one-semester course. Furthermore, the design training that can be accomplished through the standard lecture / homework format significantly lacks the skill set that is gained by interactive experience. In order to mitigate these constraints for a course on Cryogenic Engineering taught at UW-Madison, we have developed an educational game that enables students to interactively explore the impact of temperature dependent properties on the design of real-world cryogenic applications. The game also wonderfully addresses multiple pedagogical goals. In the following pages we describe the game’s key features, how it richly satisfies multiple educational objectives, and an innovative mechanism that allows the instructor to quantitatively measure the game’s impact on a student’s progress from novice to expert. GAME FEATURES The instructional game, named “Cool-it,” teaches principles of cryogenic design by assigning the student/player to the role of a cryogenic consultant. He or she chooses from a selection of real-life cryogenic challenges in the fields of space, medicine, communications, electric power, or defense, and receives payment for developing a design that satisfies a set of defined constraints. Feedback is provided in the form of a quantitative comparison of the student’s design to an optimal solution. Cool-it is built around a simple Matlab-based simulator that captures the key physical mechanism of interest and incorporates simplifying constraints on non-essential factors. For example, in the game’s first level, the topical focus on temperature dependent conductive heat transfer ignores complications associated with radiative or convective heat transfer. Through our conscious decision to build in simulation features as we further develop the game, we have avoided the extensive, and possibly distracting, effort of constructing a powerful general simulator. In addition, the simplicity has enabled us to maintain focus on the pedagogical objectives for each level. Intentional scaffolding is therefore a natural result of our approach, and is a key consideration in the level design. Although the objectives for multiple levels have been defined, to date the game provides a working prototype for the first level only. In the first level, the cryogenic consultant encounters a set of jobs that each require him/her to select a combination of a cryogenic refrigerator (cryocooler) and a support structure so that the object of interest can be cooled to a defined steady state temperature. Both the refrigerator and the support structure are connected to the object, but while the refrigerator extracts heat from the object, the support structure, with its connection at the other end to a warm enclosure, conducts heat to the object. The consultant can choose from a set of 40 different materials for the support structure, and by adjusting sliders can change the length and cross sectional area of the structural piece(s). An additional constraint imposed on the structural support, viz. that it be sufficiently strong to support the mass of the cooled object, 978-1-4244-4714-5/09/$25.00 ©2009 IEEE October 18 – 21, 2009, San Antonio, TX 39th ASEE/IEEE Frontiers in Education Conference W2C-1 Session W2C FIGURE 1. SOFTWARE ARCHITECTURE OF COOL-IT creates an optimization problem for the designer. Four different cryocooler sizes can be selected, but in some cases the electric power consumed by the cooler (and proportional to its cooling capacity) is also constrained. Solutions are obtained by satisfying the strength, temperature, and electric power constraints, but the various structural material possibilities allow a wide range of associated expense, so that the set of possible solutions encompasses a wide range of system cost. Thus, while multiple satisfactory solutions may be obtained, only one will define a minimum cost to the company for whom the consultant is working. Figure 1 illustrates the software architecture of our game. Students interact with a Flash client running in their browser. This allows students to access the game from any platform that supports a browser with a flash plug-in. The server is a DotNet Web Service implementing the SOAP protocol. Since all communications between the server and client use a standard, technology-neutral protocol, it's possible to create other clients that use the same server. During development we used a simple Windows Desktop client to help us finalize all the server functions. Later we were able to independently develop the Flash client which provides a nicer, better looking, and platform neutral interface for our students. The web service contains a Matlab module that does all the hard work of simulating the cryo-system under study. Finally, the web service uses a database to record all the student's choices as they are solving a problem. Later we can analyze the student's behavior to discover how their approach to these problems changes as they gain expertise. We "sanitize" this data so that the instructor does not see identifying information about his students when studying their problem solving behavior. Students are therefore able to play with the game without fear of affecting their grade (except indirectly through gaining a better understanding of the material). A number of gaming features have been incorporated in Cool-it. For example, the consultant-identity assigned to the student allows them to inhabit a role that would otherwise be inaccessible [1], and the earnings they accumulate as they complete multiple tasks represent a score that can provide both self-motivation and group bragging rights. The feedback immediately following a submitted solution that quantitatively compares it to an optimal solution provides an especially compelling enticement for further play. Active meters, sliders, graphs, and schematics populate the working space of the game and create an inviting environment for engineers. Narrated animations introduce the various job challenges and equipment descriptions, further enhancing the real-world feel of the game. Additional animations or ‘cut scenes’ with appropriate sound effects dramatically display the result of the submitted designs, for both successful and failed solutions. One of the most valuable aspects of game, both for pedagogical reasons and for the game-like feel, is the requirement to balance competing factors in order to obtain a solution. Multiple constraints that introduce competing motivations for increasing one parameter vs. another are a reality in most engineering design projects, and provide the possibility to identify an optimal design. In Cool-it, the optimization parameter is (minimal) cost. A vector whose elements are defined by the values of the ‘n’ adjustable parameters in a solution allows the game internally to calculate an n-dimensional distance between the optimal solution and that submitted by the student. This ‘distance’ provides the basis for the immediate quantitative feedback given to a player upon submitting a solution. In addition, the difference between the submitted and optimal solution in any of the specific adjustable parameters enables constructive feedback to the players regarding which parameter they could most improve. This approach restricts the number of feedback messages to a finite set. Furthermore, the feedback provides ample direction and motivation for subsequent careful thought, thereby 978-1-4244-4714-5/09/$25.00 ©2009 IEEE October 18 – 21, 2009, San Antonio, TX 39th ASEE/IEEE Frontiers in Education Conference W2C-2 Session W2C FIGURE 2. INTERACTIVE GRAPHING TOOLS ENABLING STUDENTS TO EXPLORE THERMAL PROPERTIES OF MATERIAL OPTIONS enhancing the educational value of the game. A further incentive for improved solutions is included in the form of scaled bonus payments beyond the base level awarded for solutions that simply satisfy the defined criteria. The additional incremental payments are provided if subsequent solutions are closer to the optimal one, and the maximum accumulated payment for a specific job (regardless of how many times it is solved) approaches that awarded for the optimal solution. PEDAGOGICAL OBJECTIVES One of the primary features of the game environment that motivated our development of Cool-it is its recognized ability to capture the attention of a player and provide an enjoyable experience in which they may explore. Our objective for the cryogenic engineering course is to bring students into a concentrated interaction with the temperature dependence of material properties as temperatures are lowered into the cryogenic range, and to enable them to recognize the significance of their design decisions in real world applications. In a broader sense, the game environment allows a concentrated interaction with the key physical features built into the simulator, and accelerates the progression from novice to expert. By creating a player experience where the classroom information about the topic is required in context of an interactive experience, the student are more likely to retain and make personal meaning from that information [2]. After repeated ‘play’ with the physical processes, the students’ perspectives move toward that possessed by an expert [3]. Rather than randomly varying the different parameters in the hopes of stumbling upon a good idea, the student develops a sequence of steps that direct them toward an optimal solution. For example, in the first level of Cool-it, one learns after repeated play that fixing the cross sectional area of the support for a chosen material to accommodate the required stress, enables one to then focus on the length and cooler. The game environment also allows students to rapidly explore the space of variables and visually observe not only the specific impact of changes, but also the trends in the response of a desired parameter as variations are made in other adjustable parameters. In Cool-it, students may quickly explore through a group of 40 different support-strut materials to find those that provide the lowest heat leak and cost. When the same group is carefully perused through the interactive graphing tools (see Figure 2), students can graphically explore the temperature dependent form of each material’s thermal conductivity, recognize similarities among sub-groups of materials, and observe the difference between local and integrated values of thermal conductivity. This trains the player to see the attributes of the different materials through the professional vision [4] that would normally only be created over years of practice. Students may also graphically observe how the thermal balance between the temperature dependent cooling power and the material and geometry dependent strut heat leak determine the operating temperature. The comparative thought processes, over multiple ranges of multiple variables, brings the student to one of the higher levels of learning identified in Bloom’s taxonomy [5]. It also introduces them to the same processes used by real-world consultants in the field of cryogenic engineering, with the added advantage of interactive graphics to explore the temperature dependent material properties. Indeed, because the game draws on a material properties database maintained by the National Institutes of Standards and Technology [6] the game could be used for real-world analyses. 978-1-4244-4714-5/09/$25.00 ©2009 IEEE October 18 – 21, 2009, San Antonio, TX 39th ASEE/IEEE Frontiers in Education Conference W2C-3 Session W2C Although the students may not be initially aware of the fact, the trends with which they become acquainted through playing the game can also be expressed in the form of the same mathematical equations that are typically used to introduce the topic in a lecture / homework format. Through the game, students have the opportunity to empirically learn the associated physical reality in the same way it was originally identified. Connecting the empirically realized relationship with the physical equation, wherever that occurs during interaction with the game, provides a rich exposure to the physical law. The game also enables exploration into auxiliary relationships that may not be highlighted due to time constraints in a standard semester course. Through the various consultant jobs, or challenges, students are exposed to contemporary examples of cryogenic engineering applications. The situations are extracted from recent projects in the industrial, governmental, and academic settings. The game therefore provides relevance to the subject material, both in terms of its technical application and its impact on society. Students can also safely observe the impact of design decisions, and the associated costs whether in dollars alone for successful solutions, or also in lost equipment (or lives) for unsuccessful solutions. As described in How People Learn [3], experts approach problems differently than beginners, and because of their ability to quickly recognize the crucial features in a problem, find their way to a solution in an efficient method. In our quest to train students to develop expert design skills, we have therefore directed our attention at the methods students use to solve problem types. To this curiosity, the on-line game provides a significant advantage over the standard calculation based homework exercise, because the individual interactions of each player with the computer (keystrokes, mouse clicks, etc.) can be recorded throughout their play of the game. The record of the interactions provides a quantitative mechanism to observe the path of both the individual decisions and the overall learning that occur while a student plays the game. Furthermore, the pattern of interactions taken by an expert solving the same problem provides a visual standard against which that generated by the student can be compared. Patterns can be observed in the sequence of the specific variables that are adjusted, the number of changes made to a variable, the time spent from mouse-click to mouse-click, and in a broader sense in terms of the evolution of decision sequences that are recorded with each subsequent play of the game. Figures 3 and 4 (below) respectively display the record ASSESSMENT FIGURE 3. NOVICE INTERACTION WITH COOL-IT FIGURE 4. EXPERT INTERACTION WITH COOL-IT 978-1-4244-4714-5/09/$25.00 ©2009 IEEE October 18 – 21, 2009, San Antonio, TX 39th ASEE/IEEE Frontiers in Education Conference W2C-4 Session W2C of interactions from a student playing the game for the first time (without any instruction), and that of an expert (one of the authors) playing the same part of the game. The bottom four parameters represent independent variables that can be manipulated while the top two represent dependent variables for which constraints must be satisfied for a successful solution. Each of the markers on the graphs represent the values of the various parameters at a time when some change was made, to either that or another parameter. Changes occur for example when the player moves a slider, enters a numeric value, or chooses a new selection from a drop down menu. Each action within the game-play is time stamped, and the resulting data from the game is saved as a spreadsheet of values, with time in the first column and each of the independent and dependent variables in other columns. Figures 3 and 4 thus display the correlation between the time column and each of the other columns in the spreadsheet for the respective game of the novice and the expert. A number of significant features stand out in the comparison. First of all, the total expert play occurs over a very short time compared to the novice. Secondly, one can recognize a very deliberate and sequential pattern to the expert path, while the novice play progresses from initially random changes (< 4 min) to a methodical search through material choices - one of the key variables (4 min - 5 min), followed by relatively focused explorations with the remaining cooler, area and length variables to a solution. The gap in activity visible between 5 and 11 seconds reflects a period where the student left the game to work on another assignment. In a later conversation with the student, they explained that it is frequently their habit to leave a problem for a time, work on other matters, and return with a fresh view. In this case, the short break appears to have been beneficial as the subsequent temperature developments tended in a monotonic fashion towards the required goal, whereas the previous results were quite scattered. Even in this first encounter with the game, some development toward an expert approach to the challenge is visible in the novice actions. The student begins to organize the information, and develops a sequential approach through the multiple variables to the solution. Although the expert play occurs over a much shorter time span, a similar start through the variable is visible, that is, he also begins with the material choice before progressing through the area, length, and cooler options to a final solution. The record captured in the student play shown in Figure 3 represents initial results of our assessment study. Further measurements with the same and additional students are envisioned, and are expected to provide a rich display of the learning process occurring in the game. For example, during the first encounter, the student did not yet recognize the significance of minimizing the cross sectional area (up to the strength constraint) and maximizing the strut length. The record of the same student subsequently interacting with other level-1 challenges does reveal a much quicker convergence on valid solutions, and a movement toward expert-like behavior. The student observed, empirically, the thermal benefit of small cross section and long length for the support strut, but driven by feedback regarding cost, also recognized the value of a smaller overall strut volume. CONCLUSION On-line games that feature the optimization type ‘play’ characteristic of many engineering design problems, provide an engaging tool that can successfully guide a student from novice to expert-like behavior. In the game Cool-it, we have used a combination of a simple Matlab-based simulator, a platform independent architecture, multiple attractive game features, and an innovative tracking mechanism to build a learning tool that teaches principles of cryogenic design, mitigates the time and budget constraints associated with a standard lecture-based course, and provides a rich tool for assessment analysis. REFERENCES 1. Schaffer, D.W., Squire, K.R., Halverson, R., and Gee, J.P., “Video Games and the Future of Learning,” http://www.academiccolab.org/resources/gappspaper1.pdf, 2004. 2. Gee, J.P. What Video Games Have to Teach us About Learning and Literacy, Palgrave Macmillan, 2007. 3. Bransford, J.D., Brown, A.L., Cocking, R.R., Donovan, M.S., and Pellegrino, J.W., eds., How People Learn: Brain, Mind, Experience, and School, National Academy Press, Washington, D.C., 2000, pp. 31-50. 4. Jenkins, H., & Squire, K.D. “Harnessing the power of games in education,” Insight, 3(1), 2004, pp. 5-33. 5. Bloom, B.S., (ed.) Taxonomy of Educational Objectives: The Classification of Educational Goals Susan Fauer Company, Inc. 1956, pp. 201-207. 6. NIST Cryogenics Group material properties web site: http://www.cryogenics.nist.gov/MPropsMAY/material%20properties.ht m AUTHOR INFORMATION John M. Pfotenhauer Professor, Departments of Mechanical Engineering and Engineering Physics, University of Wisconsin – Madison. 1500 Engineering Drive, Madison, WI 53706. [email protected] David J. Gagnon Information Process Consultant, Academic Technology, Division of Information Technology, University of Wisconsin – Madison. 1401 University Avenue, Madison, WI 53706. [email protected] Michael J. Litzkow Information Process Consultant, Computer Aided Engineering, Department of Engineering Physics, University of Wisconsin – Madison. 1410 Engineering Drive, Madison, WI 53706. [email protected] Christopher C. Blakesley Project Assistant, Academic Technology, Division of Information Technology, University of Wisconsin – Madison. 1401 University Avenue, Madison, WI 53706. [email protected] 978-1-4244-4714-5/09/$25.00 ©2009 IEEE October 18 – 21, 2009, San Antonio, TX 39th ASEE/IEEE Frontiers in Education Conference W2C-5
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