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    [[The]] GeoExplorer project : assessing the learning outcomes of mixed reality gaming in geotechnical engineering education

    Author
    Mbah, Ifeanyi Chinweizu
    View/Open
    179250_Mbah_rpi_0185N_11393.pdf (4.328Mb)
    Other Contributors
    Bennett, Victoria Gene; Abdoun, Tarek; Zimmie, T. F.;
    Date Issued
    2018-08
    Subject
    Civil engineering
    Degree
    MS;
    Terms of Use
    This electronic version is a licensed copy owned by Rensselaer Polytechnic Institute, Troy, NY. Copyright of original work retained by author.;
    Metadata
    Show full item record
    URI
    https://hdl.handle.net/20.500.13015/2267
    Abstract
    A key aspect of geotechnical engineering involves field characterization of soils in its diverse variety as is found in nature. These complexities make it difficult to design and model engineering problems involving soils. A corresponding challenge is the task of providing site investigation experience to civil engineering undergraduate students within an engaging environment. The GeoExplorer Project is a Mixed Reality and Mobile Gaming endeavor that attempts to tackle this challenge by bringing the field experience into the classroom through a virtual environment. This project incorporates elements of serious gaming with field testing by offering students a virtual internship, wherein they learn on the job as engineers, drive to specified sites where they conduct their field tests, interpret the results, and report their findings. The game is designed around the completion of the Cone Penetration Test (CPT), which is one of the most frequently conducted field tests. Many geotechnical engineering graduates are required to conduct or supervise field tests as part of their first job. This study assesses the learning outcomes from the implementation of the GeoExplorer experience (game and virtual internship) in four higher education institutions across the United States. This thesis details the findings from these exercises, which further reinforces the notion that serious games can fill educational gaps and increase student engagement in higher education. One interesting finding is the possibility of serious gaming being used as a tool to increase the confidence and engagement of underprivileged and underrepresented minorities in STEM. It also highlights the opportunity to adapt our educational methods to the changing technological landscape.;
    Description
    August 2018; School of Engineering
    Department
    Dept. of Civil and Environmental Engineering;
    Publisher
    Rensselaer Polytechnic Institute, Troy, NY
    Relationships
    Rensselaer Theses and Dissertations Online Collection;
    Access
    Restricted to current Rensselaer faculty, staff and students. Access inquiries may be directed to the Rensselaer Libraries.;
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    • RPI Theses Online (Complete)

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