Affiliation:
1. Engineering Pathways, Gallogly College of Engineering, University of Oklahoma, Norman, OK 73019, USA
2. Instituto de Energías Renovables (IER-UNAM), Privada Xochicalco s/n Col. Centro, Temixco 62580, Mexico
Abstract
Active learning strategies are increasingly implemented in chemical engineering education, yet challenges persist in stimulating student participation and motivation. The rigorous demands placed on students in this field, from complex practical requirements to extensive programming and computational skills, underscore the need for innovative educational tools. Gamification emerges as a pivotal instrument in this context, fostering active student engagement, enhancing practical application of knowledge, increasing motivation, and providing a more precise assessment of student comprehension. These educational games serve as a powerful adjunct to traditional teaching strategies, equipping students with necessary skills for their future careers in the field. These games include laboratory course games, process simulators, games used in foundational courses, and those centered around reaction kinetics. This entry primarily investigates the various games employed to bolster student learning during chemical engineering laboratory courses. A thorough analysis is conducted on the survey of existing games used specifically in chemical engineering labs. The gamut of games discussed includes escape games, along with Virtual Reality (VR) and Augmented Reality (AR) games, all aiming to enhance laboratory experiences in areas such as fluid mechanics, organic reactions, and process control. This entry concludes by examining the prospective trajectory of gamification in chemical engineering labs, offering insights into future potential and advancements in this innovative educational approach.
Subject
General Earth and Planetary Sciences,General Environmental Science
Reference30 articles.
1. A framework for the development of Pedagogical Process Simulators (P2Si) using explanatory models and gamification;Gargalo;Comput. Chem. Eng.,2021
2. Improving Students’ Participation in Active Learning Methods: Group Discussions, Presentations and Demonstrations: A Case of Madda Walabu University Second Year Tourism Management Students of 2014;Tesfaye;J. Educ. Pract.,2015
3. Active Learning: Engaging Students to Maximize Learning in an Online Course;Khan;Electron. J. e-Learn.,2017
4. Strategies for enhancing remote student engagement through active learning;Venton;Anal. Bioanal. Chem.,2021
5. Milosz, M., and Milosz, E. (2020, January 28–30). Gamification in Engineering Education—A Preliminary Literature Review. Proceedings of the IEEE Global Engineering Education Conference, EDUCON 2020, Porto, Portugal.
Cited by
1 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