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Learner Centered Games: A Pathway To Student Motivation And Engagement
Author(s) -
Stephen Crown,
Arturo Fuentes Cabrera,
Bob Freeman
Publication year - 2020
Language(s) - English
Resource type - Conference proceedings
DOI - 10.18260/1-2--4325
Subject(s) - student engagement , plan (archaeology) , process (computing) , the internet , psychology , active learning (machine learning) , mathematics education , element (criminal law) , key (lock) , computer science , pedagogy , knowledge management , world wide web , political science , computer security , archaeology , artificial intelligence , law , history , operating system
The internet has brought many new resources to students that have the possibility of improving the learning environment. However, with this has come an increasing expectation among students that learning should be easy and that the primary responsibility for student learning falls on the instructor rather than on the student. The challenge is determining how to redesign the educational process so that these new resources are used appropriately and do not encourage the student to become a passive learner. The key to addressing this challenge may be found in student motivation and engagement. According to the authors, student engagement is an essential element in the design and implementation of an effective learning environment that must be deliberately stimulated and measured. An engaged student is one who has a realistic plan for learning and implements that plan at their full potential. According to the authors, reconnecting or integrating the educational process with the student’s values, interests, goals, and aspirations (who the student is) will significantly strengthen the motivational basis for their education and lead to a higher level of engagement, learning, and academic success. Although the most effective means of impacting student motivation and success is to address all aspects of who the student is, the focus of this paper is on the use of games delivered in a learner-centered environment that focuses on student interest and integrates the educational setting. The authors have designed and implemented several motivational and engaging games where engineering students go beyond their own expectations, and the expectations of faculty, and willingly spend three or four times more than that envisioned by the instructor for the projects. This significant increase in engagement and motivation provides evidence that games are an effective pathway to academic success. The particular connections between game activities and key aspects of student motivation are explored. An understanding of these connections is a powerful design tool for the development of new games that can focus on particular student needs.

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