3 research outputs found

    A Comparative Study of Gameplay of Different Sets of Players in an Engineering Mapping Game

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    Educators in the STEM (science, technology, engineering, and mathematics) field are constantly employing different tools to make the process of education streamlined and fun. The digital gaming platform also called e-gaming platform has evolved as one of the key tools to make STEM education more accessible to students. UNTANGLED III is such an e-gaming platform that is based on STEM concepts and aims to bring in players from all educational backgrounds under a common platform. The data obtained from the game gave us insights on how males and females play the game. It has answered whether there are any significant differences in the gameplay strategies between males and females. The data pertaining to the types of puzzles that players, from both genders, chose and played, was also obtained. Males and females had no stark differences in the strategies that they used in solving the puzzles. They used similar kinds of moves and in fact solved similar kinds of puzzles of similar difficulty levels. During their gameplay sessions, both the males and the females visualized similar patterns in the puzzles as evident in their final solution. The performance of players from both the genders, based on the gameplay data was at par. Suggestions obtained from the current players and outreach events hold the key to increasing the overall participation in the game

    Intrinsic vs. Extrinsic Motivation in an Interactive Engineering Game

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    In this paper, we study intrinsic vs. extrinsic motivation in players playing an electrical engineering gaming environment. We used UNTANGLED, a highly interactive game to conduct this study. This game is developed to solve complex mapping problem from electrical engineering using human intuitions. Our goal is to find whether there are differences in the ways anonymous players solved electrical engineering puzzles in an electronic gaming environment when motivated to play competitively, as compared to self-regulated play. For our experiments, we used puzzles from four games from UNTANGLED. A one-way analysis of variance (ANOVA) was calculated on participants’ scores, type of plays, number of plays, and time spent playing, as both self-regulated and competitive players. We also examined difference between the type of moves used by the competitive and self-regulated players. Our results support the theory of motivation as being internally embedded in learners. The results also demonstrate that a self-regulated learner does not require motivation to improve one’s performance
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