Classroom Based Games For Student Learning and Engagement
Classroom Based Games For Student Learning and Engagement
Experimental Control
Average 90 85
Variance 44 249
P-Value (Exp. Vs Control) 0.134
Table 2: Testing Summary Statistics
Risk Solid
Wastewater
Assessment Waste
Quiz Scores 0.591 0.304 0.506
Experimental Pretest Scores 0.044 0.197 0.369
Vs Control Quiz Scores - Pretest Score
P-Value 0.296 0.782 0.655
Difference
Paired
Quiz Score vs. Pretest Score 0.000 0.000 0.000
Experimental
Paired Control Quiz Score vs. Pretest Score 0.000 0.000 0.000
Experimental 9 8 10
Quiz
Control 9 7 9
Average
Experimental 4 3 6
Pretest
Control 3 2 5
Experimental 3 3 3
Quiz
Control 9 6 4
Variance
Experimental 6 5 2
Pretest
Control 6 6 8
Figure 2 illustrates the majority of students felt that the lesson and the material presented
through classroom based games was interesting (dark gray bars > 50% indicating agreement to a
‘High Degree’). Also, 74% of students felt that the classroom based game was fun. Overall,
more students answered in agreement to positive questions such as “Today’s lesson is a
worthwhile activity” (58% vs. 28%) and “Today’s lesson increased my understanding of
environmental engineering” (46% vs. 29%) than in disagreement. Results to negatively worded
questions, support these results with less students agreeing to questions such as “Today’s lesson
was challenging” (26% vs 37%) and “Today’s lesson felt more like work than play” (4% vs.
59%).
Alternatively, Figure 3 indicates that the student’s perception of learning was greater in the
traditional lecture while only 14% would say the lesson was fun. In this control group, more
students felt that the lesson was worthwhile (63% control vs 56% experimental), important (66%
control vs 30% experimental), interesting (73% vs 61% experimental), and increased their
understanding of environmental engineering (95% vs 46% experimental).
Comparing the experimental to the control cohort, the largest difference in responses was to the
question “Today’s lesson was fun”, where the experimental group had 75% agreement vs 14% in
the control. The least difference was in response to the question “Today’s lesson is a worthwhile
activity”, with the experimental group in 56% agreement vs 63% in the control. Only 49% of the
experimental group felt that they “benefited from today’s lesson” vs. 88% in the control; and
50% of the experimental group felt that “Today’s lesson contributed to my overall satisfaction
with the course” compared to 73% in the control cohort.
Figure 2: Survey results for Experimental Cohort
Positive Negative
“I believe the games were very helpful in “Games as review instead of the only way of
stimulating my thinking.” learning material”
“Games were helpful, along with organized “Less games with more structured teaching
notes.” lessons.”
“I liked playing the games in class to learn “I didn't like the games we played because they
the material.” did not help me learn.”
“Escape Room”
This game was used prior to this study as part of the final exam in a senior elective on Water
Supply and Wastewater. The class size was less than 10 students.
Students arrive to the exam room to find a locked door with instructions posted on the door. The
instructions explain a fictitious scenario such as is described below:
“Los Santos has been devastated by a Sharkicane (much worse, and more realistic than a
Sharknado, since hurricanes occur over the ocean and tornado’s occur over land). As Fin, the
hero who must save the day, you must redesign the wastewater treatment plants to save Los
Santos from utter destruction and sanitation mayhem.”
It is also explained that the instructor has been struck mute and can only answer yes and no
questions. A set of keys is provided to the students with numbers on them. A technical question
is also in the set of instructions, where the answer corresponds to the number on the key which
opens the door.
Once the students enter the room, another technical question can be easily found. In this case,
the “Jaws” soundtrack was playing in the room during the game to add to the theme. Clues can
be found around the room, and as they answer one question, it leads them to a location where
they find important items such as the next question, the textbook, equation sheets, and ultimately
the final exam. Students are given an allotted amount of time such as 30 minutes to answer all
questions, and the next 60 minutes is provided for the students to complete the traditional final
exam. All students were given a bonus point for each correctly answered question during the
game.
Appendix B: Student-based Survey
Neither
Very Very
Low Low
To what extent do you agree with the Not Low High High
Degre nor
following statements? Applicab Degre Degree Degre
e High
le e e
Degree
1. (5 points) Explain the four (4) steps to conduct a baseline risk assessment.