{"title":"HeatQuiz: An app framework for game-based learning in STEM education","authors":"Eva Jacobs, Oliver Garbrecht, R. Kneer, W. Rohlfs","doi":"10.1109/EDUCON46332.2021.9453955","DOIUrl":null,"url":null,"abstract":"The present paper aims to promote game-based learning using mobile apps in university-level education, specifically in the domains of science, technology, engineering, and mathematics (STEM). A survey among 102 respondents determined needs and preferences of STEM students when using learning apps: which learning strategies they prefer, what personal motivation drives them, which gamification elements appeal to them, and which usage scenarios they favor. An important result is that students prefer apps which promote transfer of learning to those which help structure or memorize content. This preference is in line with the skills expected from professionals in this field. Concrete design and content guidelines for learning apps are derived. Following these, the authors developed a framework which other lecturers may use to create their own app. Two universally applicable types of tasks in STEM education are supported: One allows to qualitatively draw any two-dimensional mathematical function and check its characteristics; The other allows to correct any mathematical expression as variables can also be processed. Using the framework, a mobile app for heat and mass transfer (HeatQuiz App) was generated. The app was evaluated with STEM students in an undergraduate class: The vast majority gave a positive rating and believed that the focus on transfer of learning is well implemented. This is reflected in the usage statistic: During one semester, 545 different students played a total of 27,350 games. As a measure of learning progress, the average score per game nearly tripled over the course of the class. While preparing for the exam, students pushed the app usage to a maximum of 10,000 games per week. This illustrates that the app was well-accepted as a learning tool and is an ideal complement for teaching.","PeriodicalId":178923,"journal":{"name":"2021 IEEE Global Engineering Education Conference (EDUCON)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE Global Engineering Education Conference (EDUCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EDUCON46332.2021.9453955","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
The present paper aims to promote game-based learning using mobile apps in university-level education, specifically in the domains of science, technology, engineering, and mathematics (STEM). A survey among 102 respondents determined needs and preferences of STEM students when using learning apps: which learning strategies they prefer, what personal motivation drives them, which gamification elements appeal to them, and which usage scenarios they favor. An important result is that students prefer apps which promote transfer of learning to those which help structure or memorize content. This preference is in line with the skills expected from professionals in this field. Concrete design and content guidelines for learning apps are derived. Following these, the authors developed a framework which other lecturers may use to create their own app. Two universally applicable types of tasks in STEM education are supported: One allows to qualitatively draw any two-dimensional mathematical function and check its characteristics; The other allows to correct any mathematical expression as variables can also be processed. Using the framework, a mobile app for heat and mass transfer (HeatQuiz App) was generated. The app was evaluated with STEM students in an undergraduate class: The vast majority gave a positive rating and believed that the focus on transfer of learning is well implemented. This is reflected in the usage statistic: During one semester, 545 different students played a total of 27,350 games. As a measure of learning progress, the average score per game nearly tripled over the course of the class. While preparing for the exam, students pushed the app usage to a maximum of 10,000 games per week. This illustrates that the app was well-accepted as a learning tool and is an ideal complement for teaching.