Abstract
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL). Design/methodology/approach: Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews. Findings: Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload. Originality/value: The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
| Original language | English |
|---|---|
| Pages (from-to) | 61-80 |
| Number of pages | 20 |
| Journal | Interactive Technology and Smart Education |
| Volume | 22 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 21 Jan 2025 |
Free Keywords
- Augmented reality
- Digital game-based learning
- Digital pedagogy
- Educational technology
- Engineering education
- Intrinsic motivation
- Microlearning
- Student preferences
ASJC Scopus subject areas
- Education
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