Journal of Engineering Education Transformations

Journal of Engineering Education Transformations

Year: 2021, Volume: 35, Issue: 2, Pages: 149-155

Original Article

Gaming Pedagogy For Effective Learning In Engineering Colleges

Abstract

Abstract: Our conventional teaching style teaches how to listen, memorize, and how to apply it to the real world. However, it is a good style of teaching, participation of the student in a subject is very less. Most of the time, it is faculty centric. Furthermore, in this style of teaching, practical knowledge is very less, most of them working towards the marks. In order to improve the teaching methods and to reduce the gap between the student and faculty, many academicians did their research in active learning. It improves the quality of teaching, and gave different ambient to the students. In this dissertation, gaming pedagogy is designed for engineering college students. Millennium learners prefer active learning; most importantly, they are visual learners. The mind map is one such technique, here they need to associate something related. Though it is a group activity, it cannot be conducted as a game. Teaching with images arouses their curiosity and if it is clubbed with a game their interest goes infinite. Hence, the pedagogy calledconnexion was designed to attract the diverse learners. Here, the class was divided into groups. One set of students was asked to prepare the task for connexion game called authors, and the other set was simplyparticipants. The authors weaved together the images available in the public domain for finding the concept. Doing so they came up with lots of questions with the items they were exploring and they even developed some good strategies. They also designed clue questions for the participants to answer with the help of the teacher. For this study, connexion game conducted for the subject programming for problem solving using C. For detailed analysis fifty students chosen in our class; Students assessed in a specific concept via a connexion game. From the result, it is observed that ninety percentage of the students actively participated and understood the concept easily. The feedback also collected from the students, it shows that they are enjoying gaming pedagogy. As an end result, this gaming made the authors to think critically and the participants have a good conceptual understanding in addition to a good revision exercise and entertainment for them.

Keywords :Teaching, game, connexion, learners, pedagogy.

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