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Game Research Trends at the Annual ASEE Conference: A 15-year Content Analysis

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Conference

2021 ASEE Virtual Annual Conference Content Access

Location

Virtual Conference

Publication Date

July 26, 2021

Start Date

July 26, 2021

End Date

July 19, 2022

Conference Session

Computers in Education 3 - Modulus I

Tagged Division

Computers in Education

Page Count

20

DOI

10.18260/1-2--37215

Permanent URL

https://peer.asee.org/37215

Download Count

399

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Paper Authors

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Larysa Nadolny Iowa State University of Science and Technology

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Dr. Larysa Nadolny is an Associate Professor in the School of Education and Human Computer Interaction at Iowa State University. Her research interests include the integration of game-based learning and gamification in higher education for academic achievement and motivation.

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Md Imtiajul Alam Iowa State University of Science and Technology Orcid 16x16 orcid.org/0000-0003-0286-7014

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Imtiajul Alam is a Doctoral student in Human Computer Interaction at Iowa State University. His home department is the School of Education. Imtiajul’s research area focuses on the gamification and implementation of Augmented reality in college-level STEM courses.

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Michael Geoffrey Brown Iowa State University of Science and Technology

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Michael Brown is an assistant professor of Student Affairs and Higher Education at Iowa State University. His research focused on the design and implementation of curriculum and instructional technology in undergraduate education.

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Monica H. Lamm Iowa State University of Science and Technology

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Dr. Monica Lamm is an Associate Professor of Chemical and Biological Engineering at Iowa State University. She has broad interests in engineering education, including the use of retrieval practice and team-based learning to improve student course outcomes in engineering courses. She also partners with teacher preparation programs to introduce engineering concepts to pre-service teachers who will enter early childhood through K-5 classrooms.

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Abstract

The purpose of this study is to examine the game-related publications from the annual American Society of Engineering Education (ASEE) conference using content analysis methodologies. Our search included the terms game, gaming, gamer, gamify, and gamification from 2006-2020 resulted in 176 relevant publications. Our analysis focused on document metadata and abstracts, a methodology similar to other content analyses examining journals’ trends over time. We used text mining software Leximancer to examine the overall themes in the text and to investigate the evolution of game-related research in five-year periods. The software provided evidence for the status of the field and changes over time. Leximancer applied automatic processing of the text in determining a semantic model for critical terms and concepts, highlighting the role of development and design, measurements of learning, and changes in term use over time. The 15 year period was characterized by a focus on students, games, and learning, including topics on the methods of teaching (i.e, pedagogy) and design of learning experience. Virtual reality, STEM education, and gamification were relevant in specific periods of time. There is a need for future research in mixed reality applications, diversity of gamification techniques, and the use of non-digital games.

Nadolny, L., & Alam, M. I., & Brown, M. G., & Lamm, M. H. (2021, July), Game Research Trends at the Annual ASEE Conference: A 15-year Content Analysis Paper presented at 2021 ASEE Virtual Annual Conference Content Access, Virtual Conference. 10.18260/1-2--37215

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2021 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015