One important objective of higher education is to foster a lifelong learning mindset in students. This is often achieved by encouraging them to delve into topics and techniques that go beyond the basics of a course. However, instructors often find it challenging to motivate students to engage in this type of exploratory learning. In this paper, we present a gamification framework specifically designed to promote exploratory learning in STEM (Science, Technology, Engineering, and Mathematics) courses while also enhancing inclusion and student engagement. The framework provides a comprehensive guide on how to turn a course into a role-playing game (RPG), including recommendations for intriguing story lines, the design of a game store with motivating rewards, and various types of quests with different exploratory learning objectives. To demonstrate the feasibility of the framework, we include three detailed case studies of gamifying STEM courses from different disciplines: Software Engineering, Mechanical Engineering, and Computer Science. We also analyze student feedback, summarize common findings, and propose potential areas for improvement.
CITATION STYLE
Shi, Y., Horne, K. S., & Wu, Y. (2023). A Gamification Framework for Exploratory Learning in Higher STEM Education. In ASEE Annual Conference and Exposition, Conference Proceedings. American Society for Engineering Education. https://doi.org/10.18260/1-2--42400
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