Award Abstract # 1304216
Edugaming: Student-Teacher Collaborations to Strengthen the STEM Pipeline through Educational Game Development

NSF Org: DUE
Division Of Undergraduate Education
Recipient: LEHIGH CARBON COMMUNITY COLLEGE
Initial Amendment Date: July 28, 2013
Latest Amendment Date: June 6, 2015
Award Number: 1304216
Award Instrument: Continuing Grant
Program Manager: Stephanie August
DUE
 Division Of Undergraduate Education
EHR
 Direct For Education and Human Resources
Start Date: August 1, 2013
End Date: June 30, 2018 (Estimated)
Total Intended Award Amount: $794,000.00
Total Awarded Amount to Date: $794,000.00
Funds Obligated to Date: FY 2013 = $262,794.00
FY 2014 = $259,521.00

FY 2015 = $271,685.00
History of Investigator:
  • Mary Rasley (Principal Investigator)
    mrasley@lccc.edu
  • Steven Weitz (Co-Principal Investigator)
Recipient Sponsored Research Office: Lehigh Carbon Community College
4525 Education Park Drive
Schnecksville
PA  US  18078-2598
(610)799-1585
Sponsor Congressional District: 07
Primary Place of Performance: Lehigh Carbon Community College
PA  US  18078-2598
Primary Place of Performance
Congressional District:
07
Unique Entity Identifier (UEI):
Parent UEI:
NSF Program(s): Advanced Tech Education Prog
Primary Program Source: 0413 NSF Education & Human Resource
0414 NSF Education & Human Resource

0415 NSF Education & Human Resource
Program Reference Code(s): 1032, 9178, SMET
Program Element Code(s): 741200
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.076

ABSTRACT

This project builds on a previous ATE project which created four associate degree programs in Computer Game and Simulation Development with foci on game programming and digital arts. In this new project, the STEM education and workforce pipeline is strengthened in several ways. Workshops are being offered to train educators and pre-service teachers to design and develop tabletop educational game prototypes using an "Edugaming" framework to enhance STEM classroom education and student engagement. After the workshops these prototypes are then computerized through a collaboration of community college students in the Computer Game and Simulation Development major with the teachers from the workshops. This collaboration provides unique internship experiences for the students in which they hone their communication, teamwork, and project management skills. The final computerized games are played by K-12 students to strengthen their classroom learning. The players of the games are immersed in STEM concepts, encouraging further exploration of the topics and promoting interest in STEM careers. The community college student field experience through the student-teacher collaborations and the structured framework for developing educational games are models that are being disseminated through the project website, ATE centers, publications, and conferences to reach broader audiences. In addition, annual regional conferences are being held to bring together game industry representatives, STEM educators, and students to engage in conversations leading to the development of additional educational game curricula and learning experiences that increase the number of students entering STEM fields.

The project's evaluation plan is assessing: how the project influences the community college and secondary students' career choices and their interest in STEM; the instructional effectiveness of the prototype board games and the associated computerized games that are developed; the path of community college students who graduate, tracking how many continue on to a bachelor degree program (and whether in STEM) and how many go directly into the workforce (and whether the jobs are STEM-related); and on the effectiveness of the regional conferences across all participants.

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

NSF Grant #1304216 “Edugaming: Student-Teacher Collaborations to Strengthen the STEM Pipeline through Educational Game Development,” awarded in 2013, focused on the creation and implementation of educational game design workshops for teachers, student and educator collaborations through college coursework to computerize teacher-developed games, and educational game development conferences.


Workshops were offered to train educators and pre-service teachers to design and develop tabletop educational game prototypes using an "Edugaming Framework,” developed by the Principal Investigators, to enhance classroom education and student engagement. This Framework eliminates quizzing from educational games, in order to have the gameplay revolve around the educational content, while drawing students into a more engaging experience. Teachers chose the subject matter of their games based on topics that their students were struggling with; when those students played the games, their understanding of the content was strengthened, with the majority of teachers reporting that their students’ grades have increased as a result of playing the games. Many teachers who participated in the Edugaming Workshops have continued creating games, ensuring that this work continues to impact students in the future. In addition, they also indicated that the approaches to interactivity and engagement that they learned through the workshops are concepts they intend to incorporate into their instructional lesson design outside of educational games. During the grant period, 177 teachers participated in the workshops, bringing educational games to thousands of students.


After the workshops, the game prototypes developed by the teachers were then computerized through a collaboration of Lehigh Carbon Community College game development majors with the teachers from the workshops. In addition to working with the teachers, students chose to work as either artists or programmers in teams to produce the projects, necessitating the development of vital skills required in their chosen careers. In the last two years of the grant, these majors also participated in the workshops, helping teachers with the initial design of their games. This provided the students an opportunity to be involved in the entire lifecycle of the games being developed. Both the computerization of the games throughout the length of the grant, as well as the participation in the last two years of the workshop strengthened their education in this discipline. The college students reported that having the teachers as clients on game development projects was a unique and valuable experience in which they gained a great deal of practical knowledge of project management and the skillsets required to work in a real-world software development setting.


In addition, annual regional Edugaming Conferences were held to bring together game industry representatives, STEM educators, and students to engage in conversations leading to the development of additional educational game curricula and learning experiences that increase the number of students entering STEM fields. Our Edugaming Conferences have inspired the faculty at Pennsylvania State University Berks Campus to create their own Edugaming Conference, held in August 2018.


Overall, this project impacted students at three levels: the students whose education was enhanced through original educational games, the community college students whose education was improved through production experiences, and the teachers actings as students in learning innovative and impactful methods of instruction.


 


Last Modified: 08/08/2018
Modified by: Mary E Rasley

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