<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Computer Simulations and Games in Engineering Education: Views from the Field</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Suleyman Demirel University</institution>
          ,
          <addr-line>Isparta, 32260</addr-line>
          <country country="TR">Turkey</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Uşak University</institution>
          ,
          <addr-line>Karahalli MYO, Karahalli, Uşak, 64700</addr-line>
          ,
          <country country="TR">Turkey</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The purpose of this research is to determine the views of the faculty of engineering and architecture academic staff on the use of educational computer simulations and games in engineering education. The research data were collected using semi-structured interview technique in qualitative data collection method and analyzed conducting the context analysis method. The analysis of the data revealed that academic staffs of engineering and architecture faculties have positive approach to the use educational computer simulations and games in their courses; however they could not be able to employ the games in their class due to deficiencies of the games and simulations appropriate for the curriculum and lack of games in Turkish. Furthermore, using educational computer games and simulations in the engineering courses may improve the quality of instruction, motivate students and make courses more enjoyable according to academic staff views.</p>
      </abstract>
      <kwd-group>
        <kwd>Engineering education</kwd>
        <kwd>Simulations</kwd>
        <kwd>Game based learning</kwd>
        <kwd>Computer games and simulations</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In recent decades, there have been major developments using technology in engineering
education. However, engineering education in Turkey is not keeping pace with the
complex and highly dynamic of technological advances in its curriculum and
instructional methodologies. Therefore, there is a need to reconsider investing more
time and effort in developing new methodologies that takes into account academic
staffs’ opinions about what should be included in engineering curricula.
Computerassisted learning is an approach to teaching and learning in which computer technology
is used as an aid to the presentation, reinforcement and assessment of material to be
learned, usually including a substantial interactive element [19]. The traditional
teaching environment is a classroom: a single teacher giving lectures to a group of
students who are expected to use their notes and textbook to prepare for periodic
examinations and demonstrate their mastery of the subject. Furthermore, individuals of
in engineering courses in higher education often experience a lack of motivation, partly
caused by traditional teaching methods. The use of computers in education shifts the
focus away from the teacher to the students themselves who learn through
experimentation on the computer with the teacher acting only as a guide.
1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Educational Games and Simulations</title>
      <p>When the learning is active, situated, experiential, problem-based, and provide
immediate feedback, it is known to be most effective [5]. Most of the engineering
courses in higher education do not meet with these features. A typical engineering
course consists of a traditional lecture where concepts and theories are taught as a part
of passive learning. Most of the assigned projects are very structured and constrained
which does not prepare students prepare students adequately for the future jobs [20].
One promising approach to increase students’ motivation is the introduction of
educational digital games and simulations into engineering courses. Educational digital
games play a role in future education because students are already integrating
technology into their free time at a speed which is not grasped by schools [16].
Administrators who seek to encourage faculty to integrate digital games into their
everyday science courses can refer to the study as a reference demonstrating the current
adoption of digital games and simulations in teaching. The digital games provides the
field of education with innovative opportunities that instruct the learner through
engagement by providing an ideal multimedia tool that present concepts in a manner
that is engaging, fun, and motivating [18], [21]. Furthermore, digital games promote
constructivist principles by allowing the learner to engage in immersive worlds and
take ownership of knowledge [3]. Problem-solving experiences embedded within
computer games provide the learner with a safe place to fail and experiment with the
material as learners encounter new knowledge [9]. In addition, digital games for
learners provide with an interactive student-centered environment in order to create a
personalized learning experience, progressively incorporating new knowledge and
scaffolding it into what students already know.</p>
      <p>Simulation can be defined as the use of a computer-generated system to represent
the dynamic responses and behavior of a real or proposed system. Computer
simulations are used to study the behavior of objects or systems that cannot be easily
or safely tested in real life, such as weather patterns or a nuclear blast. The playing of
games simulates actual conditions (as of business or war) especially for training or
testing purposes. Games can be defined as simulations for entertainment. Simulations
are the teaching and learning tools because they are cost effective, repeatable and easy
to modify. Simulation is the simplification of the operation of a real world process or
system over time [2]. It is a model of systems or processes that include defined
relationships between system objects. The aim of an educational simulation is to
motivate students, to engage problem solving, experiential learning, and development
of mental models [22], [8]. In order to utilize learning, educational simulations rely on
scaffolding [8], coaching, and feedback [10]. Simulation provides objective
information about the processes that are available today and more importantly
tomorrow. Simulation is an imitation of a real thing. Simulation is a computer-assisted
modeling of a real event. For example, a flight simulator on a computer is a simulation
model used to teach some rules of flight on a computer. It is a simulation event that the
pilot will see the screen in the cockpit as he / she sees a similar on the computer screen
and acts as if he is really on board. Flying by simulating the simulator is safer and
cheaper than flying with a real plane. The reasons for using models in industry and
industry, the low cost, the non-dangerousness and the experimentation on real systems
are sometimes impossible. Experimenting on models similar to real systems means
saving money and time.
1.2</p>
    </sec>
    <sec id="sec-3">
      <title>Using Educational Computer Games in Engineering Education</title>
      <p>Radical changes in the world in engineering education in the use of technology
experienced engineering education in Turkey is difficult to say how you feel
sufficiently the impact of these developments. In this context, to raise awareness of
faculty members on the use of current teaching technologies in higher education,
especially in engineering education will be an important source for the decision makers
in this field. In our country, engineering education cannot meet the expectations due to
the economic problems, the attitudes of the instructors and the lack of basic knowledge
of the students [1]. This situation shows that alternative education methods are needed
in engineering education [13].
1.3</p>
    </sec>
    <sec id="sec-4">
      <title>Using Educational Computer simulations in Engineering Education</title>
      <p>Simulations are instructional scenarios where the student is placed in a simulated
condition representing a reality within which students interact. The instructor controls
the parameters of this “world” and uses it to achieve the desired instructional results.
Students experience the reality of the scenario and gather meaning from it. Simulation
is a form of experiential learning. Therefore, it is a strategy that fits well with the
principles of constructivist learning and teaching. Simulations may contain elements of
a game, a role-play, or an activity that acts as a metaphor. They are characterized by
their non-linear nature and by then controlled ambiguity within which students must
make decisions. The inventiveness and commitment of the participants usually
determines the success of a simulation. They promote the use of critical and evaluative
thinking of engineering students. They promote concept attainment through
experiential practice in engineering education setting. Simulations may help students
understand the differences of a concept. Engineering students often find them more
deeply engaging than other activities, as they experience the activity first-hand, rather
than hearing about it or seeing it. Research on the impact of computer games on learning
has generally focused on academic achievement and motivation in primary and
secondary education [17], [11], [7], [12]. For instance, Kula and Erdem [12]
investigated the effects of educational computer games on the development of basic
arithmetic processing skills of elementary school students. It was found that the effect
of the educational game used in the study on the development of the basic arithmetic
processing skills of 4th and 5th grade students was not statistically significant.
However, it is among the findings of the study that the students have increased their
tendency to perform complex collection procedures after the application. In addition,
students have shown positive opinions about the motivation and teaching of computer
games. On the other hand, Bayırtepe and Tüzün [4] examined the effects of educational
computer games on primary school students’ achievement in computer courses and
self-efficacy perceptions. There was a statistically significant increase in the students
using the game-based learning environment according to the results of the achievement
test before and after the practice. However, there was no significant difference between
the students' learning environment and the success in the learning-based learning
environment and the computer self-efficacy perceptions. In this environment where
computer hardware is learned, it is seen that students have a positive approach to the
use of game-based environments. Although studies on game and simulation use in
engineering education in the world have increased recently, there is a limited number
of studies. Turkey also noteworthy in engineering education is the scarcity of studies
on the use of games. The purpose of this research; to expose the views of faculty
members in engineering and engineering faculties on the use of educational computer
games in engineering education. The research question of the study; What are the
opinions of the academic staff working in engineering faculties about the usage of
computer games, usage places, usage purposes, features of the games used and usage
advantages in course activities? This study will seek answers of these questions.
2</p>
      <sec id="sec-4-1">
        <title>Method</title>
        <p>The purpose of this research is to determine the views of the faculty of engineering and
architecture academic staff on the use of educational computer games in engineering
education. The research data were collected using semi-structured interview technique
in qualitative data collection method. Interviews were conducted to eleven faculty
members of engineering and architecture faculty at Suleyman Demirel University
(SDU). Data patterns of the interviews were analyzed employing content analysis
method of the qualitative research. Before the interview questions were prepared,
national and international studies related to the research subject were screened and the
items that were intended to be included in the interview form were determined. The
questions included in the interview form. The three faculty members who have
knowledge and experience were asked to be evaluated in order to evaluate whether they
are suitable for the purpose, meaning and scope of the study and to give feedback on
scope and surface validity [15]. Interview questions were arranged by considering the
feedback. In addition, it was seen that the interview form was completed and the
interview form was finalized as a result of the pre-application with two other faculty
members of the faculty of engineering. The interviews were conducted with 11 faculty
members working in Faculty of Engineering and Faculty of Architecture at SDU. In the
selection of the faculty members, easily accessible situation sampling method was used.
Easy-to-reach status sampling provides the researcher with speed and convenience [14].
In interviews, volunteering and availability are taken as basis. The professional
experience of the participants who accept the interview varies between 4-15 years.
Interviews with the participating faculty members were recorded on a voice recorder
with the permission of the participants. Interviews were held in the offices of the
engineering and architecture faculties of the participants and the duration of the
interview was limited to 15-30 minutes.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Data Analysis</title>
      <p>Data analysis includes the editing, structuring and interpretation of aggregated data
[23]. In the analysis of semi-structured interview data, content analysis (thematic
analysis) method was used. Content analysis is used to reveal the underlying concepts
of data and the relationship between these concepts [14], [6]. The interviews recorded
in the voice recorder were written text by the researcher. The texts written in the
manuscripts were checked by two academicians from the related field and the reliability
of the texts written in this article was ensured. Transcripts are coded by decoding the
word sentence. The answers to each of the open three questions were derived from those
related to the research questions [6]. Codes are also gathered under certain themes.
Themes were formed by considering the purpose of the study and the problem question.
The themes were controlled by three field experts and a consensus was reached and
finalized. In order to calculate the reliability of the study, the reliability method
proposed by Miles and Huberman [15] was used. The subjects which have consensus
and disagreement” for the codes and themes were determined by both the researcher
and the experts were discussed and necessary arrangements were made.
3</p>
      <sec id="sec-5-1">
        <title>Findings</title>
        <p>In this section, the findings from the analysis of the data obtained from the interviews
carried out in order to reveal the opinions of the faculty members of the engineering
and architecture faculties on the use of educational computer games and simulations
are presented. Content analysis results about the opinions and perceptions of the
instructors of engineering and architecture faculties using digital games and simulations
in their teaching process were gathered under the themes and presented with direct
quotations. The lecturers who are interviewed were the academic staff such as assistant
professor, associate professor and professor. Gender distributions of the interviewees
were two women and nine men. The age range of the sample group ranged from 32 to
50 years and the professional experience varied between 2 and 15 years. The names of
the faculty members were kept confidential and K-1, K-2, ... K-11 were coded.
Themes
The reasons of not using the instructional computer games/simulation
The role of computer games/simulations in engineering education
Attitudes of faculty members towards computer games/simulations
Strengths of computer games/simulations
Limitations of computer games/simulations</p>
        <p>As a result of the data analysis; six themes were created. These themes are the
reasons engineering academic stuff utilize educational computer games and simulations
the role of educational computer games and simulations in engineering education, the
attitudes towards educational computer games and simulations, the strengths of
educational computer games and simulations, the weaknesses of educational computer
games and simulations and necessary conditions to educational computer games and
simulations in engineering courses. Table 1 lists the themes that were created based on
the content analysis.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>The reasons of not using the instructional computer games/simulations.</title>
      <p>Engineering faculty members reported several reasons why they are not facilitating
educational computer games and simulations in their instruction: One of the most
reported reason was there are a few game and simulations available in Turkish
language. The other reason was they are not aware of current available simulations and
games that can be utilize in engineering education. Furthermore, there are limited
number of available software developers to develop educational game and simulation.
There is a lack of educational games and simulations that can be fit to the engineering
curriculum. The main reasons reported are: shortage of game programmers, and
educational game that fits to the curriculum, heavy work load of academic personnel,
inadequate infrastructure, and shortage of exemplary lecture that games utilized in
engineering education. Lecturers in engineering education have little knowledge about
the methods that game and simulation can be facilitated. Furthermore, there is also lack
of gaming culture among the faculty members.</p>
      <p>The Role of Computer Games/Simulations in Engineering Education. Lecturers
reported that educational simulations and games can be utilized for the following
conditions: teaching abstract and complex concepts, to increase students’ motivation
and as an alternative teaching method. Participant K-5 reported that “I believe that
simulations and games are useful tools for students. They may help students to
demonstrate their skills in the classroom and help them to come up with some new
ideas”.</p>
    </sec>
    <sec id="sec-7">
      <title>Attitudes of Faculty Members towards Computer Games/Simulations. All of</title>
      <p>the faculty members interviewed indicated that educational computer games were seen
as a useful teaching and learning tool in engineering education. However, they
emphasized that educational computer games can be a useful teaching tool after their
contents are prepared appropriately. In this regard, participant K-10 stated that “I think
that simulations will be more useful in practice rather than in theory”.</p>
    </sec>
    <sec id="sec-8">
      <title>Strengths of Computer Games/Simulations. In the analysis of the data, the</title>
      <p>strengths of educational games and simulations are: Having visual elements, the
potential of motivating students, having an attention drawing feature, repeated use of
simulations and games. Simulations and games can be used as a personalized learning
tool. They can be adopted student’s age and learning pace. For example, participant
K-3 reported that “the strongest part of simulations and games is that students are
learning while having fun”.</p>
    </sec>
    <sec id="sec-9">
      <title>Limitations of Computer Games/Simulations. In the analysis of the data obtained</title>
      <p>from the study, faculty of engineering faculty expressed their opinions about the
disadvantages of using computer games in education as well as their advantages.
Reported disadvantages are: lack of seriousness, experiencing classroom management
problems, insufficient connection between game and theory, abuse of students,
insufficient curriculum, poor quality, misinterpretation by students, and addiction. For
instance, participant K-2 reported that “students learn by seeing. At this point, games
and computers can create a good learning environment. But the quality of the games is
very important. The curriculum should be inclusive. Otherwise, it may be very
timeconsuming for its benefit”.
4</p>
      <sec id="sec-9-1">
        <title>Discussions &amp; Conclusions</title>
        <p>
          The purpose of this research was to investigate engineering faculty members’ views on
the use of educational computer games and simulations in engineering education. The
analysis of the data revealed that academic staffs of engineering and architecture
faculties have positive approach to the use educational computer games and simulations
in their courses; however they could not be able to employ the games in their class due
to deficiencies of the games appropriate for the curriculum and lack of games in
Turkish. Furthermore, using educational computer games and simulations in the
engineering courses may improve the quality of instruction, motivate students and make
courses more enjoyable according to academic staff views Furthermore, faculty
members raise their concerns about classroom management and the possibility of being
addicted to games when employing games and simulations in their lectures. According
to the analyzed data about the use of computer based educational games in engineering
education, facilitating games in engineering instruction could improve the quality of
engineering education, motivate students, and allow to raise well-educated engineering
students to the industry based on the views of the engineering and architecture faculty
staffs. The engineering and architecture faculty academic staff generally are positive to
use educational computer games in their courses. However there is a need for the games
appropriate for the engineering curriculum. Furthermore, lack of Turkish games in in
the market, it is almost impossible to find and integrate educational computer games in
engineering instruction in Turkey. Therefore policy makers and decision takers should
support initiatives to develop Turkish language learning games. Most of the faculty
members are agree that educational game and simulations have the potential to motivate
students. Therefore, in order to encourage faculty members to use educational games
and educational computer games and simulations in engineering education, initiatives
to develop educational games and simulation should be supported by policy makers.
5. Boyle, E., Connolly, T.M., Hainey, T.: The role of psychology in understanding the impact
of computer games. Entertainment Computing. 2(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), 69–74 (2011).
doi:10.1016/j.entcom.2010.12.002
6. Creswell, J.W.: Research design: Qualitative, quantitative, and mixed methods approaches.
        </p>
        <p>
          Sage Publications, Thousand Oaks (2014)
7. Deterding, S.: Gamification: designing for motivation. Interactions. 19(
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), 14–17 (2012).
        </p>
        <p>doi:10.1145/2212877.2212883
8. Duffy, T.M.: Cognitive perspectives in psychology. In: David H. Jonassen (ed.) Handbook
of Research for Educational Communications and Technology. Simon &amp; Schuster, New
York (1996)
9. Gee, J.P.: What Video Games Have to Teach Us about Learning and Literacy.</p>
        <p>Palgrave/Macmillan, New York (2003)
10. Gençoğlu, M.T., Cebeci, M.: Türkiye’de mühendislik eğitimi ve öneriler. Presented at the</p>
        <p>Mühendislik Mimarlık Eğitimi Sempozyumu, İstanbul, pp. 73–80 (1999)
11. Kapp, K.M.: The Gamification of Learning and Instruction: Game-based Methods and</p>
        <p>
          Strategies for Training and Education. Pfeiffer &amp; Company, San Diego (2012)
12. Kula, A., Erdem, M.: Öğretimsel bilgisayar oyunlarının temel aritmetik işlem becerilerinin
gelişmesine etkisi (The effect of educational computer games on the development of basic
arithmetical operation skills). Hacettepe University Journal of Education Faculty. 29, 127–
136 (2005)
13. Lopez-Morteo, G., López, G.: Computer support for learning mathematics: A learning
environment based on recreational learning objects. Computers &amp; Education. 48(
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), 618–
641 (2007). doi:10.1016/j.compedu.2005.04.014
14. Marshall, C., Rossman, G.B.: Designing qualitative research, 3rd ed. Sage Publications,
        </p>
        <p>Thousand Oaks (1999)
15. Miles, M.B., Huberman, A.M.: Qualitative data analysis: an expanded sourcebook. Sage</p>
        <p>
          Publications, Thousand Oaks (1994)
16. Prensky, M.: Listen to the Natives. Educational Leadership. 63, 20–23 (2006)
17. Przybylski, A.K., Rigby, C.S., Ryan, R.M.: A motivational model of video game
engagement. Review of General Psychology. 14(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), 154–166 (2010). doi:10.1037/a0019440
18. Rieber, L.P., Noah, D.: Games, simulations, and visual metaphors in education: antagonism
between enjoyment and learning. Educational Media International. 45(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), 77–92 (2008).
doi:10.1080/09523980802107096
19. Sharma, R., Ed, B., Phil, M.: Computer assisted learning – A study. International Journal of
        </p>
        <p>
          Advanced Researchin Education &amp; Technology. 4(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), 102–105 (2017)
20. de A. Souza, M.R., Veado, L., Moreira, R.T., Figueiredo, E., Costa, H.: A systematic
mapping study on game-related methods for software engineering education. Information
and Software Technology. 95, 201–218 (2018). doi:10.1016/j.infsof.2017.09.014
21. Squire, K.D.: Video Games and Education: Designing Learning Systems for an Interactive
        </p>
        <p>
          Age. Educational Technology. 48(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), 17–26 (2008)
22. Winn, W.: Cognitive perspectives in psychology. In: Jonassen, D.H. (ed.) Handbook of
Research for Educational Communications and Technology. Simon &amp; Schuster, New York
(1996)
23. Yıldırım, A., Şimşek, H.: Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin, Ankara
(2006)
        </p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Akgül</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Uçar</surname>
            ,
            <given-names>M.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Öztürk</surname>
            ,
            <given-names>M.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ekşı̇</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          :
          <article-title>Mühendislik eğitiminin iyileştirilmesine yönelik öneriler, geleceğin mühendisleri ve işgücü analizi</article-title>
          .
          <source>Süleyman Demirel Üniversitesi Fen Bilimleri Enstitüsü Dergisi</source>
          .
          <volume>17</volume>
          (
          <issue>1</issue>
          ),
          <fpage>14</fpage>
          -
          <lpage>18</lpage>
          (
          <year>2013</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Banks</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Carson</surname>
            ,
            <given-names>J.S.</given-names>
          </string-name>
          :
          <article-title>Discrete-event system simulation</article-title>
          . Prentice-Hall, Englewood
          <string-name>
            <surname>Cliffs</surname>
          </string-name>
          (
          <year>1984</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Barab</surname>
            ,
            <given-names>S.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gresalfi</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ingram-Goble</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Transformational Play: Using Games to Position Person, Content, and</article-title>
          <string-name>
            <given-names>Context. Educational</given-names>
            <surname>Researcher</surname>
          </string-name>
          .
          <volume>39</volume>
          (
          <issue>7</issue>
          ),
          <fpage>525</fpage>
          -
          <lpage>536</lpage>
          (
          <year>2010</year>
          ). doi:
          <volume>10</volume>
          .3102/0013189X10386593
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Bayirtepe</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tüzün</surname>
          </string-name>
          , H.:
          <article-title>Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve öz-yeterlik algıları üzerine etkileri</article-title>
          .
          <source>Hacettepe Üniversitesi Eğitim Fakültesi Dergisi</source>
          .
          <volume>33</volume>
          ,
          <fpage>41</fpage>
          -
          <lpage>54</lpage>
          (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>