TY - JOUR
T1 - Enhancing learning in design for manufacturing and assembly
T2 - the effects of augmented reality and game-based learning on student’s intrinsic motivation
AU - Gill, Amarpreet Singh
AU - Irwin, Derek
AU - Long, Pinzhuang
AU - Sun, Linjing
AU - Towey, Dave
AU - Yu, Wanling
AU - Zhang, Yanhui
AU - Zheng, Yaxin
N1 - Publisher Copyright:
© 2024, Emerald Publishing Limited.
PY - 2024
Y1 - 2024
N2 - Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL). Design/methodology/approach: Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews. Findings: Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload. Originality/value: The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
AB - Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL). Design/methodology/approach: Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews. Findings: Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload. Originality/value: The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
KW - Augmented reality
KW - Digital game-based learning
KW - Digital pedagogy
KW - Educational technology
KW - Engineering education
KW - Intrinsic motivation
KW - Microlearning
KW - Student preferences
UR - http://www.scopus.com/inward/record.url?scp=85200052391&partnerID=8YFLogxK
U2 - 10.1108/ITSE-11-2023-0221
DO - 10.1108/ITSE-11-2023-0221
M3 - Article
AN - SCOPUS:85200052391
SN - 1741-5659
JO - Interactive Technology and Smart Education
JF - Interactive Technology and Smart Education
ER -