
Games as a Pedagogy for Teaching & Reinforcing Engineering Concepts to Learners
Author(s) -
B. Hema Kumar*,
R. Sundaramurthy
Publication year - 2020
Publication title -
international journal of recent technology and engineering
Language(s) - English
Resource type - Journals
ISSN - 2277-3878
DOI - 10.35940/ijrte.a2733.059120
Subject(s) - casual , class (philosophy) , mathematics education , active learning (machine learning) , test (biology) , computer science , pedagogy , work (physics) , subject (documents) , teaching method , multimedia , psychology , engineering , mechanical engineering , paleontology , materials science , artificial intelligence , library science , composite material , biology
Engineering learners often find traditional classrooms lectures more difficult to assimilate contents. Studies suggest that it will be difficult for learners to concentrate in class more than 15 minutes. Hence different pedagogy approaches may be required to make learners’ active participation inside class. Usage of games to actively engage learners is one of the excellent pedagogical approach. Incorporating games can help learners with an active environment in order to promoting learning by doing. Our proposed work is mainly focused on the modified implementation of casual & tailor-made games to teach and make undergraduate engineering learners’ participation active & stimulating in classrooms. Games were exclusively designed to suit the needs of the subject topic. Our work on the implementation of modified games in undergraduate engineering classrooms has proved that, learners actively participate in classroom sessions. This was validated by using T test and P test results and the repeatability was ensured by conducting the pedagogy for three consecutive years 2016 to 2019