Cargando…

Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research

Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engine...

Descripción completa

Detalles Bibliográficos
Autores principales: Udeozor, Chioma, Russo-Abegão, Fernando, Glassey, Jarka
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9822697/
https://www.ncbi.nlm.nih.gov/pubmed/36644670
http://dx.doi.org/10.1186/s41239-022-00369-z
_version_ 1784866006702751744
author Udeozor, Chioma
Russo-Abegão, Fernando
Glassey, Jarka
author_facet Udeozor, Chioma
Russo-Abegão, Fernando
Glassey, Jarka
author_sort Udeozor, Chioma
collection PubMed
description Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors that influence their adoption of games for learning. So far, only a few studies have investigated the perceptions of higher education students towards learning games and even fewer for engineering students. To bridge this research gap, the current study utilises a mixed-method research design to identify factors that influence the adoption of digital learning games by engineering students as well as their overall perceptions of the use of games for engineering education. Results from the analysed quantitative and qualitative data suggest that engineering students value fun and engagement as well as relevance to the curriculum as factors that would influence their intentions to use digital games for engineering education. Students also showed openness to the use of digital games for learning, but resistance to their use for assessment. These findings have implications for the design of games and classroom deployment of games, as these provide insights to game designers and educators on the factors to consider in the design and classroom deployment of games, respectively.
format Online
Article
Text
id pubmed-9822697
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher Springer International Publishing
record_format MEDLINE/PubMed
spelling pubmed-98226972023-01-09 Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research Udeozor, Chioma Russo-Abegão, Fernando Glassey, Jarka Int J Educ Technol High Educ Research Article Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors that influence their adoption of games for learning. So far, only a few studies have investigated the perceptions of higher education students towards learning games and even fewer for engineering students. To bridge this research gap, the current study utilises a mixed-method research design to identify factors that influence the adoption of digital learning games by engineering students as well as their overall perceptions of the use of games for engineering education. Results from the analysed quantitative and qualitative data suggest that engineering students value fun and engagement as well as relevance to the curriculum as factors that would influence their intentions to use digital games for engineering education. Students also showed openness to the use of digital games for learning, but resistance to their use for assessment. These findings have implications for the design of games and classroom deployment of games, as these provide insights to game designers and educators on the factors to consider in the design and classroom deployment of games, respectively. Springer International Publishing 2023-01-07 2023 /pmc/articles/PMC9822697/ /pubmed/36644670 http://dx.doi.org/10.1186/s41239-022-00369-z Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Research Article
Udeozor, Chioma
Russo-Abegão, Fernando
Glassey, Jarka
Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title_full Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title_fullStr Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title_full_unstemmed Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title_short Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
title_sort perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9822697/
https://www.ncbi.nlm.nih.gov/pubmed/36644670
http://dx.doi.org/10.1186/s41239-022-00369-z
work_keys_str_mv AT udeozorchioma perceptionsandfactorsaffectingtheadoptionofdigitalgamesforengineeringeducationamixedmethodresearch
AT russoabegaofernando perceptionsandfactorsaffectingtheadoptionofdigitalgamesforengineeringeducationamixedmethodresearch
AT glasseyjarka perceptionsandfactorsaffectingtheadoptionofdigitalgamesforengineeringeducationamixedmethodresearch