Electromagnetics II: Learn by playing, play while learning
Summary of the project
This innovative initiative "Electromagnetism Game - Learn by Playing" is designed to enhance the learning experience in the Electromagnetics II course (5EPB0) at the Department of Electrical Engineering. Recognizing the importance of high-quality and engaging educational interventions, this project aims to integrate a serious video game into the curriculum to foster student engagement and improve learning outcomes.
Background Information: The project builds on the success of previous educational interventions, such as student-led tutorials (SLTs), which have significantly improved the quality of electromagnetism courses. The increasing complexity of educational challenges necessitates innovative solutions, and gamification has emerged as a powerful tool in this regard. The proposed video game will be developed in collaboration with Game Tailors, a company specializing in high-quality educational games. The game will feature a captivating narrative set in 2053, where students must solve electromagnetism-related challenges to establish communication links on Mars. By incorporating elements of collaboration, competition, and challenge-based learning, the game aims to make learning more interactive and enjoyable. This project aligns with TU/e's Strategy 2030 goals, emphasizing personalized learning paths, diversity of learners, and a shift from teaching to learning.
Aim of the project
The primary aim of the project is to develop and implement a robust, engaging, and educational video game that enhances the learning experience for students in the Electromagnetics II course.
Project Objectives:
- Enhance Engagement and Motivation: By integrating game elements such as points, rewards, and social reinforcement, the game aims to increase student motivation and engagement.
- Promote Collaborative Learning: The game encourages collaboration through multiplayer modes, fostering social learning and communication skills.
- Challenge-Based Learning: The game presents students with a series of electromagnetism-related challenges that align with the course material, promoting active problem-solving and critical thinking.
- Monitor and Support Student Progress: The game will provide analytics to help teachers monitor student progress and identify areas where additional support may be needed.
- Improve Learning Outcomes: By making learning more interactive and enjoyable, the game aims to improve student satisfaction and learning outcomes.
The game will be developed in phases, starting with design and research, followed by development, testing, deployment, and assessment. The ultimate goal is to create a high-quality educational tool that not only enhances the learning experience but also aligns with the broader educational objectives of TU/e.
Results and learnings
The project is currently ongoing, with the aim of delivering a workable game by Q4 of the academic year 2024-2025. This game is designed as an add-on to the course, enhancing its overall value. Additionally, we anticipate growing interest in the game from other universities, potentially broadening its reach and impact.