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Many game-based designs have demonstrated effectiveness for a variety of educational outcomes, although typically in limited contexts. In this paper, we report the results of a 4-year study testing the extent to which a video game approach to undergraduate engineering education demonstrating promising results in a university course was transportable to other engineering courses and universities. We evaluated the emotional engagement (with the Experience Sampling Method) and conceptual understanding of students when using the video game for their coursework compared to a textbook-based control condition. Evidence of successful transportability upon this initial attempt was not compelling. The study has important implications for the importance of implementation issues including fidelity, continuing professional development, and ongoing support for student understanding.
David J. Shernoff, Rutgers University
Erik Ruzek, NWEA
Brianno Coller, Northern Illinois University
Ji-Chul Ryu, Northern Illinois University
Vincent Prantil, Milwaukee School of Engineering