Article 2024

A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration

Journal of Civil Engineering Education
Journal · Vol. 150 · Issue 2 · Art. 05023011
Abstract

Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote experiential learning in construction engineering education by designing, implementing, and empirically evaluating a novel gamified pedagogy that directs students to discover systematic solutions for fundamental construction engineering problems. The game-based pedagogy was implemented in the context of construction project scheduling. The proposed pedagogical method and its gamified elements are designed based on the constructivism learning theory and are grounded in state-of-the-art literature through research-based instructional strategies and conceptual frameworks. A scenario-based interactive game, called Zebel, was developed using the Unity game engine. Using a series of preassessment and postassessment instruments, the method was implemented and evaluated in a graduate-level course for construction planning and scheduling to collect empirical data. The outcomes of this case study indicated that the pedagogy successfully guided students with no background and prior knowledge in construction scheduling to discover the fundamental concepts and systematic solutions for the given problems. Although the focus of this study is on construction scheduling, the proposed pedagogy based on active exploration in an interactive game environment can be adopted in other contexts in construction education. © 2023 American Society of Civil Engineers.

Keywords

Author Keywords

Gamification Constructivism Active exploration Construction scheduling

Index Keywords

Learning systems Engineering education Case-studies Construction industry Students experiential learning Critical thinking Gamification Critical problems Construction engineering Active explorations Construction scheduling Constructivism Interactive games
Author Affiliations
Charles V. Schaefer, Jr. School of Engineering and Science, Hoboken, NJ, United States
Virginia Tech College of Engineering, Blacksburg, VA, United States
Funding & Acknowledgements
National Science Foundation, NSF
Grant: EEC-2106257, EEC-2106261
This study is based upon work supported by the National Science Foundation under Grants EEC-2106257 and EEC-2106261. Any opinions, findings, conclusions, or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
National Science Foundation, NSF
This study is based upon work supported by the National Science Foundation under Grants EEC-2106257 and EEC-2106261. Any opinions, findings, conclusions, or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
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