Enhancing Students’ Reasoning Skills in Engineering and Technology through Game-based learning

Author:

Abdul Talib Corrienna,Aliyu Faruku,Abdul Malik Adi Maimun Bin,Hooi Siang Kang

Abstract

Engineering and technology are crucial domains both in colleges and in the industries as they play a vital role in the nations’ economy and serve as the medium for the nations’ active participation in the global competitiveness aiming at attaining industrial revolution 4.0 goals. These goals are only realized when graduates, particularly engineers and technologist are equipped with reasoning skills. In view of this, the paper highlighted the connections between reasoning skills in technology and engineering through game-based learning. The paper utilized systematic review format and synthesized the existing literature through search strategy, inclusion and exclusion criteria, framework analysis and quality assessment. It further analyzed and discussed types of games in learning with relevant descriptions and how its integration into teaching and learning technology and engineering courses would enhance reasoning skills among students and promote their problem-solving ability and likewise creativity to innovate new products, machines and services for societal development. The paper suggested for the integrating of suitable games in learning technology and engineering courses.

Publisher

International Association of Online Engineering (IAOE)

Subject

General Engineering,Education

Cited by 14 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. The Effectiveness of Contextualized Digital Game-Based Learning Resource in Improving Kindergarten Pupil’s Alphabet Knowledge Level;International Journal on Studies in Education;2023-03-21

2. Integrating game-based learning in an industrial engineering module at a South African University;2022 IEEE IFEES World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC);2022-11-27

3. Developing Student’s Comprehensive Knowledge of Physics Concepts by Using Computational Thinking Activities: Effects of a 6-Week Intervention;International Journal of Emerging Technologies in Learning (iJET);2022-09-21

4. Amalgamation of Game-Based Learning With Interactive Instructional Strategies for Active Learner Engagement;Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning;2022

5. The Qualifications and Views of Instructors in the Distance Education System;International Journal of Emerging Technologies in Learning (iJET);2021-11-30

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