Collaborative Research: Research Initiation: Understanding of Engineering Core Concepts Contextualized in Domain-Specific Settings Through Active Exploration

协作研究:研究启动:通过主动探索理解特定领域背景下的工程核心概念

基本信息

项目摘要

The long history of experiential learning in engineering education shows the significant potential of cognitive development through direct experience and reflection on what works in practice. However, active exploration in a real-life situation may not be always feasible. Recent advances in computer science help educators develop virtual environments and game platforms that allow students to explore various scenarios and learn from their experiences. This project will explore students’ learning of two engineering core concepts: design of a system and optimization contextualized in domain-specific settings. Further, it will examine students’ ability to discover systematic solutions for fundamental engineering problems through active exploration in a digital game environment. An online game-based platform will be developed and used to empirically examine the effectiveness of active learning pedagogy. The game will expose users to the two engineering core concepts in the context of construction planning and scheduling through scenario-based problems. The game will be used in a graduate level construction engineering course and the final version of the game will be available for free to download and to play to anyone in the world through a dedicated website and app stores. The outcomes of the project and the game-based platform can be used in outreach programs to engage and inspire underrepresented and K-12 students in pursuing STEM education. In addition, this project will prepare and train the PI to take a leadership role in social science research on the professional formation of engineers through a mentored, collaborative research project which will expand the community of engineering education researchers.The proposed gamified pedagogical approach will be designed based on constructivism learning theory. This research project will answer three questions: 1) Does guided active exploration in a digital game environment improve students’ understanding of two engineering core-concepts (i.e., design of a system and optimization) contextualized in domain-specific settings? 2) Does guided active exploration in a digital game environment improve students’ ability to discover systematic strategies to solve fundamental engineering problems? and 3) How do students perceive an interactive digital gamification platform that lets them explore scenario-based engineering problems as a formal learning tool? Addressing these questions will provide insights into how providing students with opportunities to explore the impact of manipulating various elements of an engineering problem can contribute to a better understanding of the engineering core concepts and discovery of systematic solutions for domain-specific engineering problems. To address the research questions, qualitative and quantitative analyses will be performed, including 1) pre- and post-assessments (e.g., prior knowledge surveys, benchmark exams, game-based assignments, and semi-structured interviews) and 2) game data, including log files and electronic records of students’ inputs in the debriefing and articulation features. This research project will create and examine an innovative engineering education method that can be adapted to other engineering fields and education levels, including undergraduate and high school programs. Although the research uses construction engineering as a study setting, its outcomes will contribute to other engineering fields and it will add to the cutting-edge state of practice in learning at scale.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
工程教育中体验式学习的悠久历史表明,通过直接体验和对实际工作的反思,认知发展具有巨大潜力。然而,在现实生活中的情况下,主动探索可能并不总是可行的。计算机科学的最新进展帮助教育工作者开发虚拟环境和游戏平台,使学生能够探索各种场景并从他们的经验中学习。本专题将探讨学生对两个工程核心概念的学习:系统设计和特定领域环境中的优化。此外,它将检查学生通过在数字游戏环境中积极探索发现基本工程问题的系统解决方案的能力。本研究将发展一个以线上游戏为基础的平台,并以实证方式检验主动学习教学法的成效。该游戏将通过基于网络的问题,在施工规划和调度的背景下向用户展示两个工程核心概念。该游戏将用于研究生水平的建筑工程课程,游戏的最终版本将可免费下载,并通过专门的网站和应用程序商店向世界上任何人播放。该项目的成果和基于游戏的平台可用于外展计划,以吸引和激励代表性不足的学生和K-12学生追求STEM教育。此外,本项目还将通过一项旨在扩大工程教育研究者群体的指导性合作研究项目,培养和培训PI在工程师职业形成的社会科学研究中发挥领导作用。拟议的游戏化教学方法将基于建构主义学习理论进行设计。本研究项目将回答三个问题:1)在数字游戏环境中引导主动探索是否能提高学生对两个工程核心概念的理解(即,系统的设计和优化)在特定领域的背景下?2)在数字游戏环境中进行有指导的积极探索是否能提高学生发现解决基本工程问题的系统策略的能力?以及3)学生如何看待一个互动的数字游戏化平台,让他们探索基于网络的工程问题作为一个正式的学习工具?解决这些问题将提供如何为学生提供机会,探索操纵工程问题的各种元素的影响,有助于更好地理解工程核心概念和发现特定领域工程问题的系统解决方案。为了解决研究问题,将进行定性和定量分析,包括1)前和后评估(例如,先验知识调查、基准考试、基于游戏的作业和半结构化面试)和2)游戏数据,包括日志文件和学生在汇报和清晰表达特征中的输入的电子记录。该研究项目将创建和检查一个创新的工程教育方法,可以适应其他工程领域和教育水平,包括本科和高中课程。虽然该研究以建筑工程为研究背景,但其成果将有助于其他工程领域,并将增加大规模学习的前沿实践状态。该奖项反映了NSF的法定使命,并通过使用基金会的知识价值和更广泛的影响审查标准进行评估,被认为值得支持。

项目成果

期刊论文数量(4)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
A Gamified Pedagogical Method for Teaching Construction Scheduling through Active Exploration
主动探索教学构建调度的游戏化教学方法
Gamification in Construction Engineering Education: A Scoping Review
建筑工程教育中的游戏化:范围界定审查
  • DOI:
    10.1061/(asce)ei.2643-9115.0000077
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    1.6
  • 作者:
    Ilbeigi, Mohammad;Bairaktarova, Diana;Morteza, Azita
  • 通讯作者:
    Morteza, Azita
Work-in-progress: A gamified pedagogical system for teaching construction scheduling through active exploration
正在进行中的工作:通过积极探索构建教学建设调度的游戏化教学系统
Work-in-Progress: A Scoping Review for Gamification in Construction Engineering
正在进行的工作:建筑工程游戏化的范围审查
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Diana Bairaktarova其他文献

Assessment of Holographic Environment for Learning Sensing Technologies in CEM Education
CEM 教育中学习传感技术的全息环境评估

Diana Bairaktarova的其他文献

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{{ truncateString('Diana Bairaktarova', 18)}}的其他基金

Conference: Caring for the Future: Empathy in Engineering Education
会议:关爱未来:工程教育中的同理心
  • 批准号:
    2418876
  • 财政年份:
    2024
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant
Collaborative Research: Research Initiation: Formation of the Foundations for Engineering Intuition in Structural Engineering with Mixed Reality
合作研究:研究启动:混合现实结构工程中工程直觉基础的形成
  • 批准号:
    2306231
  • 财政年份:
    2023
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant
Collaborative Research: Research Initiation: The Use of Mobile Technology and Innovative Pedagogy to Improve Undergraduate Thermal-Fluid Science Learning
合作研究:研究启动:利用移动技术和创新教学法改善本科生热流体科学学习
  • 批准号:
    2106180
  • 财政年份:
    2021
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant
RAPID: Assessing the Reactionary Response of High School Engineering Teachers to COVID-19
RAPID:评估高中工程教师对 COVID-19 的反应
  • 批准号:
    2033445
  • 财政年份:
    2020
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant
Research: Examining the impact of mechanical objects in students learning of thermodynamics-related engineering problems
研究:检查机械物体对学生学习热力学相关工程问题的影响
  • 批准号:
    1763477
  • 财政年份:
    2018
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant
Collaborative Research: vObjects - Understanding their Utility to Enhance Learning of Abstract and Complex Engineering Concepts
协作研究:vObjects - 了解其实用性以增强对抽象和复杂工程概念的学习
  • 批准号:
    1712210
  • 财政年份:
    2017
  • 资助金额:
    $ 3.89万
  • 项目类别:
    Standard Grant

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