Perceptions of Engineering Learning Software in Classrooms with Diverse Student Populations Using an Expanded Technology Acceptance Model

Kimberly Cook-Chennault, Idalis Villanueva

Research output: Contribution to journalConference articlepeer-review

Abstract

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.

Original languageEnglish (US)
JournalASEE Annual Conference and Exposition, Conference Proceedings
StatePublished - Aug 23 2022
Event129th ASEE Annual Conference and Exposition: Excellence Through Diversity, ASEE 2022 - Minneapolis, United States
Duration: Jun 26 2022Jun 29 2022

All Science Journal Classification (ASJC) codes

  • Engineering(all)

Keywords

  • Engineering games
  • engineering mechanics
  • intersectionality
  • learning software
  • serious games

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