A structured review on game-based learning applied to electrical power and energy engineering

Juan S. Giraldo (Corresponding author), Koen Kok, Nikolaos G. Paterakis

Research output: Contribution to journalReview articlepeer-review

3 Citations (Scopus)
143 Downloads (Pure)

Abstract

It has been reported that electrical engineering schools might be facing a decline in newly enrolled students combined with an increase in the number of dropouts due to motivation and engagement problems. At the same time, companies in the electric power industry require safe and realistic training environments for their trainees to reduce induction program times, costs, and accidents. Game-based learning (GBL) applications offer alternatives in both sectors, that is, education and training, for increasing engagement, motivation, and knowledge transfer in controlled environments. This paper aims to show applications of GBL techniques towards educational and training objectives in electrical power and energy systems in the period spanning from 2002 to 2021. This review points to two main research questions: what GBL tools have been used for education and training purposes in electrical power and energy systems during 2002 to 2021? Also, what are the methodologies used for assessing the efficacy of using GBL applications in electrical power and energy systems? A structured review methodology was applied to identify how GBL has been used in electrical power and energy systems. A total of 81 papers were selected for full review. The procedure included the formulation of research questions, identification and selection of studies, and data synthesis of results. Our review showed that most GBL applications in electrical power and energy systems were developed with education purposes (63%), from which 29% used graphic user interfaces and 23% used serious games. On the other hand, for training purposes, the most popular GBL tool was virtual reality, applications of which were discussed in 56% of the reviewed papers. The review also showed that only 42% of the education papers and 37% of the training papers performed learning efficacy analyses; in which qualitative postevaluations or postsurveys were the most popular methodologies used in over 50% of those papers.

Original languageEnglish
Article numbere22686
Number of pages24
JournalComputer Applications in Engineering Education
Volume32
Issue number1
Early online date4 Oct 2023
DOIs
Publication statusPublished - Jan 2024

Funding

Research leading to these results was financed through the TU/e Education Innovation Funds 2019 (BOOST!‐program).

Keywords

  • electrical energy systems
  • electrical engineering
  • game-based learning
  • serious games
  • structured review

Fingerprint

Dive into the research topics of 'A structured review on game-based learning applied to electrical power and energy engineering'. Together they form a unique fingerprint.

Cite this