
NSF Org: |
EEC Division of Engineering Education and Centers |
Recipient: |
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Initial Amendment Date: | August 4, 2021 |
Latest Amendment Date: | August 4, 2021 |
Award Number: | 2106261 |
Award Instrument: | Standard Grant |
Program Manager: |
Matthew A. Verleger
mverlege@nsf.gov (703)292-2961 EEC Division of Engineering Education and Centers ENG Directorate for Engineering |
Start Date: | September 1, 2021 |
End Date: | August 31, 2023 (Estimated) |
Total Intended Award Amount: | $38,902.00 |
Total Awarded Amount to Date: | $38,902.00 |
Funds Obligated to Date: |
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History of Investigator: |
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Recipient Sponsored Research Office: |
300 TURNER ST NW BLACKSBURG VA US 24060-3359 (540)231-5281 |
Sponsor Congressional District: |
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Primary Place of Performance: |
VA US 24061-0001 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | EngEd-Engineering Education |
Primary Program Source: |
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Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.041 |
ABSTRACT
The long history of experiential learning in engineering education shows the significant potential of cognitive development through direct experience and reflection on what works in practice. However, active exploration in a real-life situation may not be always feasible. Recent advances in computer science help educators develop virtual environments and game platforms that allow students to explore various scenarios and learn from their experiences. This project will explore students? learning of two engineering core concepts: design of a system and optimization contextualized in domain-specific settings. Further, it will examine students? ability to discover systematic solutions for fundamental engineering problems through active exploration in a digital game environment. An online game-based platform will be developed and used to empirically examine the effectiveness of active learning pedagogy. The game will expose users to the two engineering core concepts in the context of construction planning and scheduling through scenario-based problems. The game will be used in a graduate level construction engineering course and the final version of the game will be available for free to download and to play to anyone in the world through a dedicated website and app stores. The outcomes of the project and the game-based platform can be used in outreach programs to engage and inspire underrepresented and K-12 students in pursuing STEM education. In addition, this project will prepare and train the PI to take a leadership role in social science research on the professional formation of engineers through a mentored, collaborative research project which will expand the community of engineering education researchers.
The proposed gamified pedagogical approach will be designed based on constructivism learning theory. This research project will answer three questions: 1) Does guided active exploration in a digital game environment improve students? understanding of two engineering core-concepts (i.e., design of a system and optimization) contextualized in domain-specific settings? 2) Does guided active exploration in a digital game environment improve students? ability to discover systematic strategies to solve fundamental engineering problems? and 3) How do students perceive an interactive digital gamification platform that lets them explore scenario-based engineering problems as a formal learning tool? Addressing these questions will provide insights into how providing students with opportunities to explore the impact of manipulating various elements of an engineering problem can contribute to a better understanding of the engineering core concepts and discovery of systematic solutions for domain-specific engineering problems. To address the research questions, qualitative and quantitative analyses will be performed, including 1) pre- and post-assessments (e.g., prior knowledge surveys, benchmark exams, game-based assignments, and semi-structured interviews) and 2) game data, including log files and electronic records of students? inputs in the debriefing and articulation features. This research project will create and examine an innovative engineering education method that can be adapted to other engineering fields and education levels, including undergraduate and high school programs. Although the research uses construction engineering as a study setting, its outcomes will contribute to other engineering fields and it will add to the cutting-edge state of practice in learning at scale.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
This project aimed to equip PI Ilbeigi, a faculty in the Department of Civil, Environmental, and Ocean Engineering (CEOE) at Stevens Institute of Technology with leadership skills in social science research within engineering education through direct mentorship in a collaborative project. Under Dr. Bairaktarova's guidance, the project sought to train PI Ilbeigi while investigating the efficacy of pedagogical strategies centered on virtually guided active learning in engineering education.
Throughout this mentorship, PI Ilbeigi gained expertise in various facets of engineering education research, encompassing learning theories and systematic assessment methods. A comprehensive scoping review synthesized current studies on gamification in Construction Engineering education, resulting in a published paper in the Journal of Civil Engineering Education. A novel pedagogical approach rooted in constructivism was formulated, integrating gamification and active exploration within a digital framework. In the project's second year, a game platform was developed for empirical data collection, accompanied by assessment tools for implementing the pedagogical strategy on a larger scale.
This strategy and its game platform were employed in one of PI Ilbeigi’s courses. Beyond addressing research queries, its integration in the curriculum promotes innovative, technology-driven learning solutions in classroom settings. Furthermore, this approach aligns with cutting-edge practices in learning at scale (L@S), leveraging technology for expansive, resource-efficient education without temporal or spatial constraints or heavy reliance on direct educator-student interactions. An article summarizing the outcomes of the pedagogical strategy is in print and will be published in the Spring issue of Journal of Civil Engineering Education.
Impact-wise, the research delves into how engineering students grasp key concepts—system design and optimization—within domain-specific contexts via active exploration in a digital gaming environment. It scrutinizes the effectiveness of the constructivist-based pedagogical method, probing its impact on understanding core engineering principles and discovering systematic solutions to domain-specific problems.
Given the surge in online education and the imperative need for internet-based learning platforms, especially during the COVID-19 pandemic, the project's learning method is particularly crucial. It contributes to advancing L@S approaches, offering scalable, technology-driven education adaptable for diverse learners. Ultimately, this research benefits the public by fostering a greater number of creative engineers, bolstering the nation's competitiveness in the global arena and enhancing overall quality of life.
The project aims to share its outcomes widely. The game app, developed through this research, will be freely accessible worldwide, while course materials and assessment tools will be made available in publications, facilitating the adoption of this innovative method by educators globally.
Last Modified: 12/11/2023
Modified by: Diana Bairaktarova
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