TY - JOUR
T1 - Perceptions of Engineering Learning Software in Classrooms with Diverse Student Populations Using an Expanded Technology Acceptance Model
AU - Cook-Chennault, Kimberly
AU - Villanueva, Idalis
N1 - Funding Information:
This material is based upon work supported by the National Science Foundation under Grant No. EEC: 1830812. Any opinions, findings, and conclusions or recommendations expressed in these materials are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
Funding Information:
For the past 10 years, Dr. Idalis Villanueva has worked on several engineering education projects where she derives from her experiences in engineering to improve outcomes for minoritized groups in engineering using mixed-and multi-modal methods approaches. She currently is an Associate Professor in the Engineering Education Department at the University of Florida. In 2019, she received the Presidential Early Career Award for Scientists and Engineers (PECASE) award for her NSF CAREER project on hidden curriculum in engineering. Dr. Idalis Villanueva has a B.S. degree is in Chemical Engineering from the University of Puerto Rico at Mayagüez and a M.S. and Ph.D. degree in Chemical and Biological Engineering from the University of Colorado-Boulder. Soon after, she completed her postdoctoral fellowship from the National Institutes of Health in Analytical Cell Biology in Bethesda, Maryland and worked as a lecturer for 2 years before transitioning to a tenure-track in engineering education. Her experiences as a first-generation engineer, Latinx, woman of color, introvert, and mother has shaped the lens and research-informed practical approaches that she uses in her research.
Publisher Copyright:
© American Society for Engineering Education, 2022.
PY - 2022/8/23
Y1 - 2022/8/23
N2 - The perceptions and experiences of first year and sophomore engineering students when playing an online serious engineering game are examined in this mixed method study. The engineering game of interest was designed to improve engineering intuition and knowledge of engineering mechanics in a statics course. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. A mixed method sequential analysis informed by the Technology Acceptance Model was performed to ascertain the experiences of one hundred and thirty-two students. Women of colour indicated that going to the next challenge level in the game made them feel as though they had increased their engineering knowledge to a higher degree than their male counterparts, this group also indicated higher levels of frustration than their male and white women counterparts. Additional studies are need to more definitive conclusions.
AB - The perceptions and experiences of first year and sophomore engineering students when playing an online serious engineering game are examined in this mixed method study. The engineering game of interest was designed to improve engineering intuition and knowledge of engineering mechanics in a statics course. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. A mixed method sequential analysis informed by the Technology Acceptance Model was performed to ascertain the experiences of one hundred and thirty-two students. Women of colour indicated that going to the next challenge level in the game made them feel as though they had increased their engineering knowledge to a higher degree than their male counterparts, this group also indicated higher levels of frustration than their male and white women counterparts. Additional studies are need to more definitive conclusions.
KW - Engineering games
KW - engineering mechanics
KW - intersectionality
KW - learning software
KW - serious games
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M3 - Conference article
AN - SCOPUS:85138260571
SN - 2153-5965
JO - ASEE Annual Conference and Exposition, Conference Proceedings
JF - ASEE Annual Conference and Exposition, Conference Proceedings
T2 - 129th ASEE Annual Conference and Exposition: Excellence Through Diversity, ASEE 2022
Y2 - 26 June 2022 through 29 June 2022
ER -