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Gamification of design thinking: a way to enhance effectiveness of learning

Bhatt, AN and Chakrabarti, A (2022) Gamification of design thinking: a way to enhance effectiveness of learning. In: Artificial Intelligence for Engineering Design, Analysis and Manufacturing: AIEDAM, 36 .

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Official URL: https://doi.org/10.1017/S0890060422000154


The goal of this paper is to develop and test a gamified design thinking framework, including its pedagogical elements, for supporting various learning objectives for school students. By synthesizing the elements and principles of design, learning and games, the authors propose a framework for a learning tool for school students to fulfil a number of learning objectives; the framework includes a design thinking process called IISC Design Thinking and its gamified version called IISC DBox. The effectiveness of the framework as a learning tool has been evaluated by conducting workshops that involved 77 school students. The results suggest that the gamification used had a positive effect on the design outcomes, fulfilment of learning objectives, and learners' achievements, indicating the potential of the framework for offering an effective, gamified tool for promoting design thinking in school education. In addition to presenting results from empirical studies for fulfilment of the objectives, this paper also proposes an approach that can be used for identifying appropriate learning objectives, selecting appropriate game elements to fulfil these objectives, and integrating appropriate game elements with design and learning elements. The paper also proposes a general approach for assessing the effectiveness of a gamified version for attaining a given set of learning objectives. The methodology used in this paper thus can be used as a reference for developing and evaluating a gamified version of design thinking course suitable not only for school education but also for other domains (e.g., engineering, management) with minimal changes.

Item Type: Journal Article
Publication: Artificial Intelligence for Engineering Design, Analysis and Manufacturing: AIEDAM
Publisher: Cambridge University Press
Additional Information: The copyright for this article belongs to the Author(s).
Keywords: Curricula; Game design; Product design, Design Education; Design thinking; Design thinking for child; Design-process; Gamification; Learning objectives; Learning tool; School education; School students, Students
Department/Centre: Division of Mechanical Sciences > Centre for Product Design & Manufacturing
Date Deposited: 31 Oct 2022 08:44
Last Modified: 31 Oct 2022 08:44
URI: https://eprints.iisc.ac.in/id/eprint/77636

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