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Is playing games all you need? A survey of student experiences with virtual learning environments in undergraduate courses.

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Conference

ASEE Southeast Section Conference

Location

Arlington, Virginia

Publication Date

March 12, 2023

Start Date

March 12, 2023

End Date

March 14, 2023

Conference Session

Gamification

Tagged Topic

Professional Engineering Education Papers

Page Count

8

DOI

10.18260/1-2--45024

Permanent URL

https://peer.asee.org/45024

Download Count

58

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Paper Authors

biography

John David O’Brian III Mississippi State University

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J.D. O’Brian is an Industrial Engineering master’s student at Mississippi State University. He obtained his B.S. in Mechanical Engineering from Mississippi State University in 2022. His graduate work is centered around management and process improvement systems in the engineering workforce.

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biography

Sara C. Vick Mississippi State University

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Sara Vick is an Industrial and Systems Engineering Ph.D. candidate at Mississippi State University where her research focuses on human expression through virtual mediums like video games and on what it means to be an industrial engineering student. She received her MS in Industrial Engineering from Mississippi State in 2017 and her BS in the same in 2015. She was inspired to become an engineer by the HGTV show Mission: Organization and her life goal is the frustratingly vague “to help people by making the world better”.

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Nazanin tajik Mississippi State University

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Nazanin Morshedlou (Tajik), Ph.D., is an Assistant Professor in the Department of Industrial and Systems Engineering at Mississippi State University. Her research focus is forming problem-solving optimization models and algorithms that are applicable to a wide variety of research thrusts, from physical-social infrastructure resilience to STEM education.

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Abstract

Engineering students are intended to catalyze what is known as theoretical science into practical contributions. Typically, that is learned through a group project, laboratory, and field activities. An inevitable drawback is that the prerequisites of lab-oriented courses are often theory-oriented ones taught in the authority or the demonstrator styles at their best. The proposed research benefits from AI game platforms to provide hands-on experience, remodeling the conceptual knowledge into tailored practical policies. The students can alter and update their perspectives on the proposed problems and observe their decisions' positive and negative domino consequences.

O’Brian , J. D., & Vick, S. C., & tajik, N. (2023, March), Is playing games all you need? A survey of student experiences with virtual learning environments in undergraduate courses. Paper presented at ASEE Southeast Section Conference, Arlington, Virginia. 10.18260/1-2--45024

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