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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer International Publishing
2023
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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 |
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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 |
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