A Systematic Computer-aided Framework for Development of Pedagogical Process Simulators using Gamification elements: A fermentation case study
Translated title
A Systematic Computer-aided Framework for Development of Pedagogical Process Simulators using Gamification elements
Author
Caño de Las Heras, Simoneta
Term
4. term
Education
Publication year
2018
Submitted on
2018-06-01
Pages
84
Abstract
Simulatorer kan give studerende mulighed for at eksperimentere sikkert i et virtuelt laboratorium og dermed styrke intuitiv læring. Mange ingeniørsimulatorer er dog udviklet til præcis analyse og design, ikke til undervisning, og de udnytter sjældent engagerende tilgange som gamification. På Department of Chemical and Biochemical Engineering på Danmarks Tekniske Universitet (DTU) blev der lavet en behovsafdækning blandt studerende på flere niveauer. Den viste interesse for simulatorer til at afprøve både realistiske og fiktive scenarier samt for spil-lignende elementer med et læringsformål. Et litteraturstudie viste, at der mangler både en simulator og en samlet metode, der kombinerer disse elementer. Specialet præsenterer en systematisk, softwarestøttet metode til at udvikle pædagogiske simulationsværktøjer med integreret gamification. Rammen følger fem trin: (1) fastlæg behov og læringsmål; (2) beskriv processen både matematisk og pædagogisk; (3) byg simulationsmodellen og implementér den i software, med skabelonmodeller for at lette opbygning og genbrug; (4) vælg passende gamification-elementer til et spilbaseret miljø; og (5) gennemfør en pædagogisk verifikation for at finde svagheder, justere læringsdesign og spilelementer og inddrage fremtidige brugere i designet. Metoden blev demonstreret i et casestudie om aerob vækst af Saccharomyces cerevisiae (bagegær) på glukose i en omrørt tank-bioreaktor i batch (et kar til dyrkning af mikroorganismer). En læringsafprøvning med 2.-års bachelorstuderende i Sustainable Biotechnology på Aalborg Universitet viste, at alle deltagende studerende var enige i, at værktøjet var nyttigt; de bad også om flere opgaver for at øge udfordringen. Inden en bredere undervisningsbrug blev casen implementeret som softwareplatformen FermProc, der er en direkte anvendelse af metoden. FermProc, udviklet i Python, rummer læringshint, interaktive spørgeskemaer og mulighed for at ændre den kinetiske model (den matematik, der beskriver væksten). Den første version er funktionel og vil blive forbedret på baggrund af en kommende anden læringsafprøvning.
Simulators let students experiment safely in a virtual lab, which supports intuitive learning. However, many engineering simulators are built for precise analysis and design rather than teaching, and they rarely use engaging approaches such as gamification. At the Department of Chemical and Biochemical Engineering at the Technical University of Denmark (DTU), student needs were identified across educational levels. Students expressed interest in simulators to try both realistic and fictional scenarios and in game-like elements with an educational purpose. A literature review found a gap: no simulator and no complete methodology that combine these features. This thesis introduces a systematic, software-supported methodology for creating educational simulation tools with integrated gamification. The framework follows five steps: (1) define the need and learning objectives; (2) describe the process in both mathematical and pedagogical terms; (3) build the simulation model and implement it in software, using template models to speed creation and reuse; (4) select suitable gamification elements for a game-based environment; and (5) conduct a pedagogical verification to identify weaknesses, refine the learning design and game elements, and involve future users in the tool’s design. The methodology was demonstrated with a case study on aerobic growth of Saccharomyces cerevisiae (baker’s yeast) on glucose in a stirred-tank batch bioreactor (a vessel used to grow microbes). A learner trial with second-year Sustainable Biotechnology students at Aalborg University showed that all participating students agreed the tool was useful; they also asked for more tasks to increase the challenge. Before broader classroom use, the case was implemented as a software platform called FermProc, which directly applies the methodology. FermProc, built in Python, includes learning hints, interactive questionnaires, and options to modify the kinetic model (the mathematics that describe growth). The first version is functional and will be improved based on a forthcoming second learning trial.
[This abstract was generated with the help of AI]
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