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Playing a Game
        in
Civil Engineering
  Jürgen Zechner, Martin Ebner
Technology enhanced Learning




http://flickr.com/photos/powerbooktrance/289992273//
Parabolic
Trajectory




             Wurfweite:
Learners‘ engagment and
      motivation?
The same but ...
... it‘s a game




                  !"
challenge




            fantasy




                                               curiosity
http://www.flickr.com/photos/bods/6119906063
Games for
Civil Engineering
Evaluation




                                 „Does playing the game lead to
                                 a better learning-outcome than
                                 learning in a tradiditonal way?“




http://www.flickr.com/photos/munir/4048592684
Design of the Study:


     • Winter term 2010/2011
     • Lecture Structural Analysis
     • pre- and posttest design
     • 159 students in general / 90 took part on
       all tests
Pretest   Posttest
Pretest   Posttest   Delta         Plays   Highscore

6,1 pt     6,4 pt    0,4 pt         19       7314




                              Average of all students
Pretest   Posttest     Delta    Plays   Highscore

5,5 pt     5,9 pt      0,4 pt     5       4436

                     Average of non-playing group
                     (<10 times) students (n=40)

Pretest   Posttest     Delta    Plays   Highscore

6,5 pt     6,9 pt      0,3 pt    30       9617

                          Average of playing group
                                  students (n=50)
Group       n    Significance p

    all       90      0,069

non-playing   40      0,191

  playing     50      0,110




                   No significance
Question                                   rating

Graphical design and interface             1,31

In-game navigation                         1,74

Game instructions and help                 1,56

Design of the degree of difficulty          1,91

Provide time per level                     2,06



                                    Evaluation form
Results:


                     • General increasing of knowledge
                         (independent of playing the game)

                     • High learner satisfaction
                     • Students with a higher pre-knowlegde
                         played the game more often




http://www.flickr.com/photos/quintanaroo/339854463
„It seems that motivated and dedicated
              students are more elated to play.“

http://www.flickr.com/photos/vizzzual-dot-com/2175221420
Slides available at:   http://elearningblog.tugraz.at
      @

                              SOCIAL LEARNING
                          Computer and Information Services
                             Graz University of Technology


                                         Graz University of Technology




                                    Martin Ebner
  mebner                    http://elearningblog.tugraz.at
                               http://elearning.tugraz.at

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Playing a Game in Civil Engineering

  • 1. Playing a Game in Civil Engineering Jürgen Zechner, Martin Ebner
  • 3. Parabolic Trajectory Wurfweite:
  • 6. ... it‘s a game !"
  • 7. challenge fantasy curiosity http://www.flickr.com/photos/bods/6119906063
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Evaluation „Does playing the game lead to a better learning-outcome than learning in a tradiditonal way?“ http://www.flickr.com/photos/munir/4048592684
  • 15. Design of the Study: • Winter term 2010/2011 • Lecture Structural Analysis • pre- and posttest design • 159 students in general / 90 took part on all tests
  • 16. Pretest Posttest
  • 17. Pretest Posttest Delta Plays Highscore 6,1 pt 6,4 pt 0,4 pt 19 7314 Average of all students
  • 18. Pretest Posttest Delta Plays Highscore 5,5 pt 5,9 pt 0,4 pt 5 4436 Average of non-playing group (<10 times) students (n=40) Pretest Posttest Delta Plays Highscore 6,5 pt 6,9 pt 0,3 pt 30 9617 Average of playing group students (n=50)
  • 19. Group n Significance p all 90 0,069 non-playing 40 0,191 playing 50 0,110 No significance
  • 20. Question rating Graphical design and interface 1,31 In-game navigation 1,74 Game instructions and help 1,56 Design of the degree of difficulty 1,91 Provide time per level 2,06 Evaluation form
  • 21. Results: • General increasing of knowledge (independent of playing the game) • High learner satisfaction • Students with a higher pre-knowlegde played the game more often http://www.flickr.com/photos/quintanaroo/339854463
  • 22. „It seems that motivated and dedicated students are more elated to play.“ http://www.flickr.com/photos/vizzzual-dot-com/2175221420
  • 23. Slides available at: http://elearningblog.tugraz.at @ SOCIAL LEARNING Computer and Information Services Graz University of Technology Graz University of Technology Martin Ebner mebner http://elearningblog.tugraz.at http://elearning.tugraz.at