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Using online games in textile engineering education

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Abstract
Recent technological advancements have a fundamental potential to transform 21st century textile engineering [1]. Thus, it is essential to further incorporate innovations in industry. In textile engineering education alike, innovative teaching methods, for instance, learning through virtual reality [2], learning by making [3], and game-based learning [4] are apt, and in fact, required methods to teach these subjects for Industry 4.0 in a more understandable and holistic way. Specifically, game-based learning is seen as beneficial in textile engineering education in the part of knowledge acquisition, student engagement and independent learning [4]. This paper presents a pilot study about how online textile games (‘ChoiCo’-Choices with Consequences) co-created with industry partners in the scope of an Erasmus+ KA2 project (T-CREPE), have been incorporated into a design engineering course in a university in Belgium. The purpose of this paper is to reflect on the impact of using digital games in textile engineering education and students’ gains from this approach. Ten (n = 10) textile engineering students participated in questionnaires providing quantitative and qualitative data about the games. Also, reflection reports written by students for each game provided personal insights. The results have shown that games can be useful in textile engineering education by improving students’ 21st century skills (e.g., critical thinking, problem solving, self-learning).
Keywords
game-based learning, online learning platform, game modding, textile engineering education, 21st century skills

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MLA
Örnekoğlu Selçuk, Melis, et al. “Using Online Games in Textile Engineering Education.” ADVANCES IN SCIENCE AND TECHNOLOGY, vol. 113, 2022, pp. 155–61, doi:10.4028/p-p79su1.
APA
Örnekoğlu Selçuk, M., Emmanouil, M., Grizioti, M., & Van Langenhove, L. (2022). Using online games in textile engineering education. ADVANCES IN SCIENCE AND TECHNOLOGY, 113, 155–161. https://doi.org/10.4028/p-p79su1
Chicago author-date
Örnekoğlu Selçuk, Melis, Marina Emmanouil, Marianthi Grizioti, and Lieva Van Langenhove. 2022. “Using Online Games in Textile Engineering Education.” ADVANCES IN SCIENCE AND TECHNOLOGY 113: 155–61. https://doi.org/10.4028/p-p79su1.
Chicago author-date (all authors)
Örnekoğlu Selçuk, Melis, Marina Emmanouil, Marianthi Grizioti, and Lieva Van Langenhove. 2022. “Using Online Games in Textile Engineering Education.” ADVANCES IN SCIENCE AND TECHNOLOGY 113: 155–161. doi:10.4028/p-p79su1.
Vancouver
1.
Örnekoğlu Selçuk M, Emmanouil M, Grizioti M, Van Langenhove L. Using online games in textile engineering education. ADVANCES IN SCIENCE AND TECHNOLOGY. 2022;113:155–61.
IEEE
[1]
M. Örnekoğlu Selçuk, M. Emmanouil, M. Grizioti, and L. Van Langenhove, “Using online games in textile engineering education,” ADVANCES IN SCIENCE AND TECHNOLOGY, vol. 113, pp. 155–161, 2022.
@article{8761149,
  abstract     = {{Recent technological advancements have a fundamental potential to transform 21st century textile engineering [1]. Thus, it is essential to further incorporate innovations in industry. In textile engineering  education  alike,  innovative  teaching  methods,  for  instance,  learning  through  virtual  reality [2], learning by making [3], and game-based learning [4] are apt, and in fact, required methods to teach these subjects for Industry 4.0 in a more understandable and holistic way. Specifically, game-based  learning  is  seen  as  beneficial  in  textile  engineering  education  in  the  part  of  knowledge  acquisition, student engagement and independent learning [4]. This paper presents a pilot study about how online textile games (‘ChoiCo’-Choices with Consequences) co-created with industry partners in  the  scope  of  an  Erasmus+  KA2  project  (T-CREPE),  have  been  incorporated  into  a  design  engineering course in a university in Belgium. The purpose of this paper is to reflect on the impact of using digital games in textile engineering education and students’ gains from this approach. Ten (n = 10) textile engineering students participated in questionnaires providing quantitative and qualitative data about the games. Also, reflection reports written by students for each game provided personal insights.  The  results  have  shown  that  games  can  be  useful  in  textile  engineering  education  by  improving students’ 21st century skills (e.g., critical thinking, problem solving, self-learning).}},
  author       = {{Örnekoğlu Selçuk, Melis and Emmanouil, Marina and Grizioti, Marianthi and Van Langenhove, Lieva}},
  issn         = {{1662-8969}},
  journal      = {{ADVANCES IN SCIENCE AND TECHNOLOGY}},
  keywords     = {{game-based  learning,online  learning  platform,game  modding,textile  engineering  education,21st century skills}},
  language     = {{eng}},
  location     = {{Online}},
  pages        = {{155--161}},
  title        = {{Using online games in textile engineering education}},
  url          = {{http://doi.org/10.4028/p-p79su1}},
  volume       = {{113}},
  year         = {{2022}},
}

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