Non-Major Students’ Perception on the Application of Gamification and Simulation in Electrical and Electronics Engineering Courses at Universities in Malaysia

N. Saris, Norazliani Md Sapari
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Abstract

In the field of electrical and electronics (E&E) technology that is evolving rapidly, the Ministry of Higher Education Malaysia emphasizes universities to ensure that the expected non-major E&E engineering graduates are fully equipped with the skills to fulfil market needs. However, it is challenging for non-major students to understand the topics taught to them through the methods as they are conventionally being delivered. Therefore, gamification and simulation such as Kahoot, Quizizz, Multisim and CircuitMod have been applied in the university to facilitate formative assessment in order to enhance interest and understanding, and also accomplish learning more effectively among non-major students. Hence, this research aims to examine the non-major students’ perception of the implementation of gamification and simulation in class for face-to-face and online settings. To achieve this, a set of questionnaires was adapted with some modifications for the purpose of data collection. It was distributed to the students from random public universities in Malaysia who are currently enrolled in E&E engineering courses at their respective universities which majority of them are from a mechanical engineering background. Research questions concentrate on the advantages and students’ perceptions of gamification and simulation in E&E engineering courses. The collected data has been analyzed using descriptive statistical analysis. Based on the perceptions of the participating non-major E&E engineering students, the majority of the respondents agreed that gamification and simulation provide a better learning experience with the highest score mean of 4.22.  Moreover, gamification and simulation boost students' ability to learn, motivate them, increase their understanding, promote their well-being, and increase their achievement academically. Students hold a positive perception with 4.20 mean score, stating that it is suitable for application in the learning process as it is easy to use, fun, motivating, and more efficient. The results provided would encourage educators in Malaysian universities to better meet the needs of teaching non-major students with their lessons.
马来西亚大学非专业学生对电子电气工程课程中游戏化与仿真应用的看法
在快速发展的电气和电子技术领域,马来西亚高等教育部强调大学要确保预期的非专业电气和电子工程毕业生完全具备满足市场需求的技能。然而,对于非专业的学生来说,要理解通过传统方式教授给他们的主题是一项挑战。因此,在大学里运用了Kahoot, Quizizz, Multisim, CircuitMod等游戏化和模拟,以促进形成性评估,以提高兴趣和理解,并更有效地完成非专业学生的学习。因此,本研究旨在考察非专业学生对课堂上游戏化和模拟在面对面和在线设置中的实施情况的看法。为了实现这一目标,为了收集数据,对一套问卷进行了一些修改。它随机分配给马来西亚公立大学的学生,这些学生目前在各自的大学就读机电工程课程,其中大多数具有机械工程背景。研究问题集中在电子电气工程课程中游戏化和模拟的优势和学生的看法。对收集的数据进行描述性统计分析。从参与的非专业机电工程学生的看法来看,大多数受访者认为游戏化和模拟提供了更好的学习体验,平均得分最高,为4.22分。此外,游戏化和模拟可以提高学生的学习能力,激励他们,增加他们的理解,促进他们的幸福感,提高他们的学业成绩。学生持正面评价,平均分4.20分,认为使用简单、有趣、激励、高效,适合在学习过程中应用。所提供的结果将鼓励马来西亚大学的教育工作者更好地满足非专业学生教学的需要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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