2025 ASEE Annual Conference & Exposition

Engineering Learning Through Play: Insights from a Systematic Review and Meta-Analysis of Digital Games in Higher Education

Presented at ERM WIP I: Methodological Applications in the Disciplines

In this systematic review and work-in-progress meta-analysis, we seek to enhance our understanding and guide the future direction of games in engineering education by leveraging existing discoveries and linking them to informed decision-making for educators, policymakers, and game developers in the engineering field. We conducted a systematic review of major electronic databases, including ERIC, Academic Search Ultimate, APA PsycInfo, using keywords related to digital game-based learning (DGBL), engineering, higher education, and learning outcomes. Our initial search identified 3,195 peer-reviewed studies published between 1993 and 2024. Our inclusion criteria focused on empirical studies that utilized DGBL interventions in formal or informal engineering educational settings. A full breakdown of this process will be given via PRISMA diagram. The screening process involved several stages. Studies were reviewed by at least two researchers and included if they reported quantitative data on engineering student achievement, engagement, or attitudes toward DGBL. Each study underwent coding using established criteria (e.g., sample size, research design, and control group comparability), and relevant data (e.g., effect sizes, sample characteristics, and intervention details) were extracted from each study. After the full screening, a total of 36 studies met inclusion criteria. These studies encompassed a wide range of DGBL formats, including serious games, simulations, human-computer interaction and digital gamified learning environments. Sample sizes ranged from small-scale classroom experiments (n = 17) to large-scale randomized controlled trials (n = 774). Our meta-analysis revealed several preliminary key findings: Overall, DGBL interventions demonstrated a moderate positive effect on engineering learning outcomes. Visuals of these effects will be shared in our presentation. Students exposed to DGBL consistently outperformed their peers in traditional instructional settings. Additionally, the impact of GBL varied across different engineering domains and degree levels. In addition, DGBL positively influenced student motivation and engagement in several studies. The interactive nature of games fostered intrinsic motivation and sustained interest in engineering topics. Our meta-analysis underscores the potential of DGBL in enhancing engineering education. Educators should consider integrating well-designed games into their curricula. However, challenges remain, such as ensuring equitable access to technology and addressing concerns about screen time. Future research should explore optimal game design principles, personalized learning pathways, and long-term effects of DGBL.

Authors
  1. Evan J Aldrich Texas A&M University [biography]
  2. Ms. Yanwen Chen Texas A&M University
  3. Alex Gonce Texas A&M University [biography]
Note

The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025

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