Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/145680
Title: Manufactory : promoting 3D spatial skills with productive failure and educational games
Authors: Tian, Nana
Kanappan, Vinayak Teoh
Hong, Jeffrey Yan Jack
Fathima, Ayesha
Fernando, Owen Noel Newton
Seah, Hock Soon
Chattopadhyay, Anupam
Keywords: Engineering::Computer science and engineering
Issue Date: 2018
Source: Tian, N., Kanappan, V. T., Hong, J. Y. J., Fathima, A., Fernando, O. N. N., Seah, H. S., & Chattopadhyay, A. (2018). Manufactory : promoting 3D spatial skills with productive failure and educational games.The Asian Conference on Education 2018: Official Conference Proceedings (ACE 2018).
Abstract: This research study investigated an innovative teaching and learning framework that incorporated the proven concept of Productive Failure (PF) and educational games. The aim is to design a new approach that effectively enhances students' learning experience and improves their understanding capacities in the threshold concepts of product manufacturing and assembly. As a measure to promote active learning, an educational game is introduced in the problem-solving phase of PF. To be precise, a 3D puzzle game named 'Manufactory' was designed and implemented to assist students in improving their 3D spatial abilities. In order to evaluate the presented framework, an interactive experiment was conducted where students were allocated to Productive Failure (PF) group or Direct Learning (DL) group. In the former group, students are first required to solve the problems in the puzzle game independently before instructions are given in the second stage. Meanwhile, the conventional teaching approach is conducted in the latter group. Experimental results reflect that students in the PF group have achieved a distinctive improvement, raising their average score by 40% and has outperformed students in the DL group with 22% greater progression during the post-test. This demonstrates that our 3D educational game design provided an engaging environment for the problem-solving phase, which serves as the primary motivation for effective absorption of the concepts in the delayed instruction phase. Suggestions for improving the design of PF and educational game are discussed.
URI: https://hdl.handle.net/10356/145680
ISSN: 2186-5892
Rights: © 2018 The International Academic Forum. This is an open-access article distributed under the terms of the Creative Commons Attribution License.
Fulltext Permission: open
Fulltext Availability: With Fulltext
Appears in Collections:SCSE Conference Papers

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