This study investigates the impact of a simulation-based educational game on undergraduate engineering students’ knowledge and metacognitive problem-solving skills. The game presents learners with a realistic manufacturing environment in which they must meet customer demand, balance production capacity, and maximize profit for a simulated water bottle-filling company. Participants completed pre- and post-assessments measuring content knowledge, self-regulated learning (SRL) skills, usability, situational interest, and in-game performance.
Results from this initial implementation highlight differences in knowledge outcomes, perceptions of usability, early-game performance, and player characteristics across situational interest levels. Findings also reveal limitations related to knowledge assessment difficulty and participant characteristics, which inform future design iterations. Overall, the results support the potential of simulation-based manufacturing games to provide engaging, authentic learning experiences while emphasizing the need for adaptive scaffolding and increasingly complex problem scenarios to better align motivation and learning outcomes for STEM students. This research is funded through NSF Research for Innovative Technologies for Enhanced Learning (RITEL).
http://orcid.org/0000-0003-3775-6445
Pennsylvania State University, Behrend College
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