
EDQuest: Gamified Framework for Conceptual Design Learning.
[Audio] Our presentation today will focus on EDQuest: a gamified framework for conceptual design learning. It aims to enhance the learning experience by incorporating gamification strategies to make it more engaging, motivating, and collaborative. Traditional methods of learning in design can become repetitive and hinder students' engagement and motivation. However, with the use of elements such as points, badges, and leaderboards, mundane tasks can be transformed into interactive quests, providing a sense of accomplishment and healthy competition among students. Through EDQuest, we hope to make learning more enjoyable and promote teamwork and collaboration. By completing tasks and working on design projects, students can earn points, unlock badges, and climb the leaderboard. This not only adds an exciting element to the learning process, but also encourages students to work together towards their goals. We believe that EDQuest brings a fresh and innovative approach to design education, incorporating gamification to make it a more rewarding and enjoyable experience for students. Thank you for your attention, and please stay tuned for the rest of our presentation on EDQuest..
[Audio] Slide number three of the presentation on EDQuest: Gamified Framework for Conceptual Design Learning will focus on the problem statement that our framework aims to address. As educators in higher education, we have identified the challenges students face when engaging in the design process. Our research has shown a lack of engagement and recognition for students during the early stages of design, when creativity is crucial. Additionally, current teaching practices do not provide sufficient tools to sustain creativity and encourage iterative thinking throughout the design process. This can create a scalability gap, where students struggle to apply their conceptual design skills to real-world projects. In response to these challenges, we have developed EDQuest, a gamified framework that offers a solution. Through gamification, our goal is to increase student engagement and offer more opportunities for recognition and rewards during the design process. Our framework also provides resources and tools that promote creativity and encourage iterative thinking, laying a strong foundation for design success. EDQuest is a scalable solution that bridges the gap in conceptual design learning, preparing students for real-world projects. With our framework, we aim to provide a more engaging and effective learning experience for our students. Next, we will move on to the next slide of our presentation..
[Audio] Today, we will discuss the objectives of EDQuest, a gamified framework for conceptual design learning. The first objective is to develop a structured approach for students to understand and apply conceptual design principles. This framework is specifically tailored for the conceptual design phase of the Engineering Design Process. Our second objective is to enhance student engagement through the incorporation of game elements. These elements, such as points, badges, levels, and leaderboards, will serve as motivating factors and reward students for their progress and achievements. We also aim to improve student motivation and creativity in design activities by using accessible game elements to make the learning process more enjoyable and interactive. Furthermore, we aim to evaluate the impact of gamification on student learning outcomes by using qualitative and quantitative data collection methods. Additionally, we hope to identify the most effective game elements in influencing creativity and engagement in conceptual design tasks. In summary, EDQuest is an innovative approach to conceptual design learning that aims to increase student engagement, creativity, and motivation. Let's move on to the next slide and discuss its integration of game elements..
[Audio] We are now on slide number 5, where we will discuss the methodology of our EDQuest: Gamified Framework for Conceptual Design Learning. This framework has been successfully used in an undergraduate Engineering Design Process course to transform traditional design phases into engaging quests. The first quest is the Problem Definition Quest, where students can earn the Problem Solver Badge by defining a problem. Next is the Concept Generation Quest, where students can earn the Innovator Badge by coming up with creative solutions. In the Concept Evaluation Quest, students can earn the Evaluator Badge by critically evaluating their solutions and providing constructive feedback. We have also incorporated digital tools, such as Google Sheets and LMS plug-ins, for experience points and leaderboard tracking. Additional tools like Kahoot and Moodle Gamification plugins are also available for a more interactive learning experience. To collect data, we use pre and post surveys to measure students' motivation, engagement, and self-efficacy. We conduct both quantitative and qualitative research to evaluate the effectiveness of our EDQuest framework, including thematic analysis of student reflection feedback. This allows us to make necessary adjustments to improve the learning experience..
[Audio] In this slide, we will discuss the innovation, impact, and benefits of EDQuest: a gamified framework for conceptual design learning. Firstly, EDQuest offers a unique approach to learning by incorporating gamification specifically during the conceptual design phase. This targeted intervention has proven to be effective and beneficial. Additionally, EDQuest is a cost-effective and scalable solution, utilizing existing platforms such as Google Sheets and LMS tools. The pedagogical impact of EDQuest cannot be underestimated. Students are motivated by the incremental rewards and recognition throughout the design process, leading to increased engagement and effort. This framework also fosters creativity by encouraging exploration and iteration, promoting diverse and unique solutions. In addition, EDQuest promotes collaboration among students, leading to more efficient teamwork and design process. This concludes our discussion on the innovation, impact, and benefits of EDQuest. Please stay tuned for our final slide..
[Audio] As we near the conclusion of our presentation, I would like to take a moment to summarize and emphasize the main points of EDQuest: Gamified Framework for Conceptual Design Learning. EDQuest is a gamified framework designed to revitalize the conceptual design phase of the Engineering Design Process. By transforming traditional design tasks into interactive quests with rewards for creativity and persistence, this framework aims to engage students in the learning process. Additionally, EDQuest is grounded in a strong theoretical foundation that promotes autonomy, mastery, and purpose. It aligns with self-determination and constructivist learning theories, providing a student-centered and immersive learning experience. The implementation of EDQuest has yielded positive results in terms of increased motivation, creativity, and engagement among students. This framework serves as a scalable and low-cost model that can be replicated, making it a valuable tool for engineering educators seeking innovative teaching methods. In conclusion, I would like to thank you all for your time and attention as we conclude our presentation on EDQuest: Gamified Framework for Conceptual Design Learning. If you have any further questions, I would be happy to address them now. Thank you..