2015 ASEE Annual Conference and Exposition Proceedings
DOI: 10.18260/p.24334
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Integration of Gamification and Creativity in Engineering Design

Abstract: Emily Marasco is a Ph.D. student at the University of Calgary. Her research focuses on cross-disciplinary curriculum development for engineering students as well as for K-12 and community outreach programs.

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Cited by 5 publications
(8 citation statements)
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“…Examples in the field of engineering can be found in the literature. [10][11][12][13][14][15][16][17][18][19] Student design competitions seem to 'play' on a different level, at least in engineering education. They are renowned international, long-term events rather than a classroom game, and they offer all the elements that are the key to successful experiential learning: they are based on open-ended, multidisciplinary projects; feedback for reflection is provided through subjective experience, objective results, advice and judgement from industry experts; motivation, engagement and passion are triggered by the competitive framework.…”
Section: Introductionmentioning
confidence: 99%
“…Examples in the field of engineering can be found in the literature. [10][11][12][13][14][15][16][17][18][19] Student design competitions seem to 'play' on a different level, at least in engineering education. They are renowned international, long-term events rather than a classroom game, and they offer all the elements that are the key to successful experiential learning: they are based on open-ended, multidisciplinary projects; feedback for reflection is provided through subjective experience, objective results, advice and judgement from industry experts; motivation, engagement and passion are triggered by the competitive framework.…”
Section: Introductionmentioning
confidence: 99%
“…De fato, a colaboração entre as diversas partes envolvidasembora vital para o processopode ser um desafio, e deve ser apoiada pelo estabelecimento de uma boa comunicação entre todos os envolvidos PUC-Rio -Certificação Digital Nº 1512175/CA (Morris & Segal, 2012;Taweel et al, 2009). Isto pode ser particularmente importante quando participantes possuem diferentes formações profissionais, encontram-se em diferentes partes do globo (Marinovici et al, 2014), trabalham em projetos de longa duração e mantêm visões particulares acerca do projeto (Spencer, 2015). Neste último caso, práticas e filosofias de trabalho devem ser adotadas para que sentimentos individuais de autoria não comprometam a colaboração (Turk, 2014).…”
Section: Exigências Da Prática Científica E Acadêmicaunclassified
“…Por outro lado, tanto a comunidade científica quanto a comunidade de engenharia de software parecem concordar que a qualidade do software científico pode aumentar através da adoção de práticas de engenharia de software (Mohammad, 2010;Heaton & Carver, 2015), incluindo a especificação de requisitos, automação de testes e documentação (Kosteka & Mishev, 2013). Da mesma forma, seria aconselhável que engenheiros de software adquirissem conhecimento sobre a área científica a que se destina o PUC-Rio -Certificação Digital Nº 1512175/CA software (Marinovici et al, 2014) e sobre como cientistas trabalham e reportam seu progresso (Killcoyne & Boyle, 2009).…”
Section: Aspectos De Cunho Colaborativounclassified
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“…12,13,14 One specific gamification implementation served as a library orientation for first year engineering students. This implementation taught the students how to properly find and cite credible academic sources and utilize the library to their full advantage.…”
mentioning
confidence: 99%