Game Based Learning White Paper
Game Based Learning White Paper
Game Based Learning White Paper
WHITE PAPER
Learn how Drexel University incorporated the Knovel Academic Challenge to improve students under-
standing of technical concepts, critical thinking, cognitive monitoring and creative problem solving.
In fall 2016, the newly revamped Engineering Academic Challenge will feature information literacy
challenges using Knovel and Engineering Village databases, with the intent to benefit academic
researchunite librarians and facultyand improve student research skills, through applied learnings
found in this whitepaper, featuring the 2015 Knovel Academic Challenge.
Introduction
Authors: Daniel Christe1, Rishiraj
Mathur1, Savannah Lee2, Krzysztof Jay Bhatt, lead author on A Game Based Learning Approach and engineering librar-
Mazur1, Chris Badurek3, Jay Bhatt3* ian at Drexel University, serves on Elsevier's Academic Engineering Solutions Librarian
and Matthew Morton4 Advisory Board. Jay has played an integral role in the planning and launch of Elsevier's
fall 2016 Engineering Academic Challenge which incorporates both Knovel and
Engineering Village databases. In this whitepaper, Jay and his co-authors, detail the
benefits of game based learning within engineering at Drexel University as evidenced
by their collaboration on the Knovel Academic Challenge in the previous years.
Abstract
In this work, we investigate how online games can be used to promote information
literacy in engineering students. The Knovel database provides an online library of
Jay Bhatt science and engineering-focused content, serving more than 700 customers world-
Lead author wide, including over 400 universities. The Knovel Academic Challenge is a global game
designed to highlight key features of the Knovel database, which includes 3500 refer-
ence items and 90,000 interactive tables, graphs, and equations. In previous years,
challenge questions were comprised primarily of interactive equation references, unit
conversions, derivatives, and periodic table lookups. For the Fall 2015 challenge, a com-
mittee of students at Drexel University developed a brand new set of questions based
on contemporary engineering grand challenges. To generate on-campus engagement
in the challenge, we organized a hackathon-inspired Knovel Marathon night in which
a significant number of undergraduate and graduate students took part in solving the
Daniel Christe challenge, the vast majority using Knovel for the first time. We observed high levels of
Lead author engagement, interaction with library staff, and enthusiasm during the marathon, dem-
onstrating how games can be used to demonstrate key functionalities of databases and
1 Department of Mechanical Engineering and
Mechanics, Drexel University, Philadelphia, PA library resources, and their application to academic research workflows.
2 Department of Electrical and Computer
Engineering, Drexel University, Philadelphia, PA Keywords: Information Literacy, Game-based Learning, Engineering
3 Drexel University Libraries, Drexel University,
Philadelphia, PA
4 Knovel, New York, NY
*Corresponding Author: Jay Bhatt | email:
[email protected] | tel: 215-895-1873
Engineering 2
As the basis for life-long learning, information
literacy can be considered the core literacy of
the 21st century, a kernel for all other literacies.
Introduction
The digital natives (applied to those born after 1990) constitute the first generation to
have grown up with the Internet and various forms of digital technologies1. As the most
networked generation ever enters higher education, smartphones, text messaging, and
various social media platforms pervade their daily activities. Despite their unquestion-
able technological savvy, an expanding body of information literacy studies indicates that
most of these students lack fundamental information literacy skills upon entering higher
education2-5. The American Library Association (ALA) defines Information literacy (IL) as
A set of abilities requiring individuals to recognize when information is needed
and have the ability to locate, evaluate, and use effectively that information.6
Information literacy is not merely an academic concern. As the basis for life-long
learning, information literacy can be considered the core literacy of the 21st century, a
kernel for all other literacies7. The American Library Associations 1989 Presidential
Committee on information literacy called knowledge the countrys most precious
commodity and information literate individuals, thinkers, problem solvers, and
inquirersAmericas most valuable resources8. Citing a crisis of authenticity in
which anyone can instantly publish an unverified claim or perspective, President Barack
Obama proclaimed October to be National Information Literacy Awareness Month,
highlighting a key need for broad education in the skillset for separating signal from
noise and fantasy from reality9.
Engineering 3
We explore how game-based learning strategies
can be applied to actively engage engineering
students in learning digital library search tools.
Engineering 4
Game-based learning refers to the
application of game design principles
in real-life settings to engage players.
Engineering 5
The Knovel Academic Challenge (KAC) is a global
game designed to demonstrate key features
of the Knovel platform, which includes 3500
reference items and 90,000 interactive tables,
graphs, and equations.
Engineering 6
Adopting a common game design ele-
ment21, questions progressively increased
in difficulty. The beginner stage required
the definition of a keyword, while the
intermediate stage required a lookup of
a single equation with perhaps a simple
calculation or a material property. The
advanced stage would constitute a
calculation question with multiple steps
involved or qualitative understanding
of a general concept cast in a context
different from the original presentation.
Players received instant feedback on their
answers, with a hint automatically display-
ing if an incorrect answer was chosen.
A toolkit on the left side of the interface
directly linked players to key features of
Figure 2. Leaderboard with university rankings.
the Knovel database needed in the chal-
lenge, as shown in Figure 1.
Marathon Night
High engagement levels were observed the learner and better reflected actual
during the Knovel marathon night hosted engineering usage of the database. The
on our campus, a hackathon inspired more difficult challenge questions recast
event hosted in the university library, engineering concepts into new settings,
including food, music, and prizes to such as a series of questions in which stu-
incentivize participation. Approximately 35 dents had to first reference fundamental
students attended, from undergraduate systems engineering principles within the
to PhD levelsall of them using Knovel database, then synthesize this information
for the first time. Four perfect scores were to envision the human body as a system.
recorded from this cohort, with an aver- We also included trivia-style questions
age of 14 points (out of 20 possible). Even asking for particular facts not readily
several non-engineering students played found through basic Google searches.
the challenge. Numerous participants
Game-based learning approaches that
during the marathon night described the
promote competition rather than collabo-
challenge as surprisingly addicting, with
ration in the learning environment may
one remarking I dont know why I care so
have the unintended consequence of dis-
much, but I do.
couraging certain students (e.g., minority,
We interpret these qualitative findings transfer, non-traditional, shy individuals).
to mean that students felt this experi- The Knovel Academic Challenge pits insti-
ence was unlike any prior library leaning tutions, rather than individuals against
experience, which in the Drexel College of each other, through a dynamically-updat-
Engineering is the traditional one-shot ing institutional leaderboard (Figure 1).
tutorial. We attribute the engagement This fosters a collective drive to perform
levels to several factors. The questions well on the challenge, promoting coop-
themselves were structured around con- eration and encouragement among peers.
temporary engineering challenges, such In our observations during the marathon
as the design of Elon Musks proposed night, the randomization element allowed
Hyperloop transportation system, for genuine collaboration, in which peers
autonomous vehicles, and space explora- would discuss the questions and formu-
tion. By designing the questions in this late search terms together, and divide the
way, they were perceived as relevant to task of searching the database.
Engineering 7
Impact of the Global Knovel Academic Challenge
To assess the impact of the Knovel Academic Challenge, we gathered feedback from
students, librarians, and faculty from around the world. From 56 total responses, 49
(87.5% of respondents) indicated that the challenge had raised awareness and under-
standing of Knovels capability as a search engine. Two indicated that it had not, and
87.5% five were unsure if their understanding improved. Next, we provide in Table 1 a sam-
pling of student feedback on what they liked about the Knovel Academic Challenge.
of Respondents
Table 1: Student feedback on what they liked about the Knovel Academic Challenge.
Raised awareness and Please tell us what you liked about the Knovel Academic Challenge?
understanding of Knovel's
capability as a search engine I liked the fact that it offered interesting facts about real world problems
The questions were varied and allowed me to explore/learn about many different subjects/topics
It was a fun challenge to look up solutions to problems which I might never otherwise
encounter and learn new things from it
Three major attributes emerge in the students responsesfun, challenging, and inter-
esting content about real world problems, which generally reflects the characteristics
of educational games done well. Through broad coverage of engineering disciplines,
we delivered an engaging and perceived relevant active-learning experience for engi-
neering and even some non-engineering students alike. We also asked students to
indicate what they learned through the Knovel challenge, a representative selection of
answers shown in Table 2.
Table 2: Noteworthy student responses on what they learned from playing the Knovel challenge.
Please tell us what the Knovel Academic Challenge has taught you.
How to make better searches
How to refine search terms when looking for a specific phrase, concept
Capabilities of Knovel
Engineering 8
In response to the same question, librarians and faculty (Table 3) indicated that the
breadth of engineering topics covered enabled their efforts to introduce hundreds of
students at their institutions to the Knovel platform in a fun, engaging way.
Table 3: Feedback from librarians and faculty on three things learned from the Knovel
Academic Challenge.
Please tell us 3 things the Knovel Academic Challenge has taught you.
Engineering students in our school enjoy participating in the challenge
There has been new interest from engineering students and teachers
It is nice to see that you are providing activities for librarians and teachers
The challenge also exposed players to the advanced search features in Knovel, such
as material property lookup and interactive equations. In designing the questions, we
purposefully made an effort to address contemporary topics in a broad cross-section of
engineering disciplines, which we deem a success based on this feedback.
Engineering 9
Elseviers Knovel and Engineering Village 31
References
1. J. G. Palfrey and U. Gasser, Born digital: understanding the first generation of digital
natives vol. 1. New York: Basic Books, 2008.
2. F. Salisbury and S. Karasmanis, ARE THEY READY? EXPLORING STUDENT
INFORMATION LITERACY SKILLS IN THE TRANSITION FROM SECONDARY TO
TERTIARY EDUCATION, Australian Academic and Research Libraries, vol. 42, 2012.
3. R. Doiron and M. Asselin, Exploring a new learning landscape in tertiary education, New
Library World, vol. 112, pp. 222-235, 2011.
4. e. a. Barnes K., Teaching and Learning with the Net Generation, Innovate: Journal of
Online Education, vol. 3, 2007.
5. J. Beheshti, Teens, virtual environments and information literacy, Bulletin of the American
Society for Information Science and Technology, vol. 38, pp. 54-57, 2012.
6. Information Literacy Competency Standards for Higher Education, American Library
Association 2000.
Engineering 10
7. S. D. Garner, High-Level Colloquium on Information Literacy and Lifelong Learning:
Report of a Meeting Sponsored by the United Nations Education, Scientific, and
Cultural Organisation (UNESCO), National Forum on Information Literacy (NFIL) and the
International Federation of Library Associations and Institutions (IFLA) 2005.
8. Presidential Committee on Information Literacy: Final Report, 1989.
9. B. H. Obama, NATIONAL INFORMATION LITERACY AWARENESS MONTH, ed.
Washington, DC, 2009.
10. N. Jelaca, Usage of databases and the information literacy of students of the
Faculty of Electrical Engineering and Computing, presented at the Information and
Communication Technology, Electronics and Microelectronics (MIPRO), 2015 38th
International Convention, 2015.
11. J. C. Roberts and J. Bhatt, Innovative approaches to information literacy instruction
for engineering undergraduates at Drexel University, European Journal of Engineering
Education, vol. 32, pp. 243-251, 2007.
12. OCLC, At a Tipping Point: Education, Learning and Libraries: A Report to the OCLC
Membership, Online College Library Center 2014.
13. OCLC, College Students Perceptions of Libraries and Information Resources, 2007.
14. G. Singer, U. Norbisrath, and D. Lewandowski, Ordinary search engine users carrying out
complex search tasks, Journal of Information Science, vol. 39, pp. 346-358, June 1, 2013.
15. P. Russell, Why universities need information literacy now more than ever, Feliciter,
vol. 55, pp. 92-94, 2009.
16. E. Hartmann, Understandings of Information Literacy: The Perceptions of First Year
Undergraduate Students at the University of Ballarat, Australian Academic & Research
Libraries, vol. 32, pp. 110-122, 2001.
17. M. Fosmire and D. Radcliffe, Knowledge-enabled Engineering Design: Toward an
Integrated Model, in ASEE Annual Conference & Exposition, San Antonio, TX, 2012.
18. M. A. Smale, Learning Through Quests and Contests: Games in Information Literacy
Instruction, 2011, vol. 2, p. 20, 2011-08-17 2011.
19. A. K. Shenton and M. Fitzgibbons, Making information literacy relevant, Library Review,
vol. 59, pp. 165-174, 2010.
20. A. N. Hess, Motivational Design in Information Literacy Instruction, Communications in
Information Literacy, vol. 9, 2015.
21. J. P. Gee, What video games have to teach us about learning and literacy, Comput.
Entertain., vol. 1, pp. 20-20, 2003.
22. S. Nicholson, Strategies for Meaningful Gamification: Concepts behind
Transformative Play and Participatory Museums" presented at the Meaningful Play
Conference 2012, Lansing, Michigan, 2012.
23. K. Angell and E. C. Tewell, Measuring Our Information Literacy Footprint - Assessing
Game-Based Learning in Library Instruction, presented at the ACRL 2015, 2015.
24. K. Markey, C. Leeder, and A. R. Hofer, BiblioBouts: Whats in the game?, College &
Research Libraries News, vol. 72, pp. 632-645, December 1, 2011 2011.
25. X. Wang, Modeling Entrance into STEM Fields of Study Among Students Beginning
at Community Colleges and Four-Year Institutions, Research in Higher Education,
vol. 54, pp. 664-692, 2013.
26. A. Pho and A. Dinscore, Game-based Learning, Association of College and Research
Libraries and American Library Association2015.
27. K. Boudreau and L. Hanlan, A Game-Based Approach to Information Literacy and Engineering
in Context, presented at the Frontiers in Education Conference, Madrid, Spain, 2014.
28. (2015). Knovel Academic Challenge. Available: http://knovelac.com/
29. IFLA Publications : The Road to Information Literacy: Librarians as facilitators of learning.
Munchen, DEU: Walter de Gruyter, 2012.
30. (2014). Grand Challenges for Engineering. Available: http://www.engineeringchallenges.org/
31. (2016). Engineering Village. Available: https://www.engineeringvillage.com
Engineering 11
LEARN MORE
Please visit elsevier.com/knovel or elsevier.com/engineering-village
for more information or to request a product demonstration.