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Computers in Industry 102 (2018) 40–49

Contents lists available at ScienceDirect

Computers in Industry
journal homepage: www.elsevier.com/locate/compind

Learning and motivational effects of digital game-based learning


(DGBL) for manufacturing education –The Life Cycle Assessment (LCA)
game
Stefano Perinia,* , Rossella Lugliettia , Maria Margoudib , Manuel Oliveirac , Marco Taischa
a
Department of Management, Economics and Industrial Engineering (DIG), Politecnico di Milano, via R. Lambruschini4/b, 20156 Milan, Italy
b
HighSkillz Ltd, F4 Admirals Offices, Main Gate Road, The Historic Dockyard Chatham, ME4 4TZ Kent, United Kingdom
c
Department of Industrial Management, SINTEF Technology and Society, P.O. Box 4760 Sluppen, NO-7465 Trondheim, Norway

A R T I C L E I N F O A B S T R A C T

Article history: Despite its potential, empirical evidence of the educational effectiveness of Digital Game-based Learning
Received 31 January 2017 (DGBL) for manufacturing education is still limited. To this respect, the Life Cycle Assessment (LCA) Game
Accepted 27 August 2018 was developed in order to explain in an interactive way to university students life cycle assessment, a tool
Available online xxx
which is becoming increasingly important for sustainable manufacturing. The study was based on a two-
group pretest-posttest quasi-experimental design involving 62 participants and was aiming at
Keywords:
understanding the impact of LCA Game on both learning and motivation of university students. The
Manufacturing
results show that students using LCA Game performed significantly better on procedural knowledge
Serious game
Digital game-based learning (DGBL)
while students involved in the non-gamified activity performed significantly better on factual
Life Cycle Assessment (LCA) knowledge. In addition, while higher levels of usability and enjoyment were associated to the LCA
Knowledge Game group, no particular differences were found on the other motivational dimensions. Thus, this study
Skill provides important insights about the specific educational benefits that can be obtained through DGBL in
manufacturing education.
© 2018 Elsevier B.V. All rights reserved.

1. Introduction still in its nascent phase. To date, some important initiatives


have been developed and important institutions in the sector
1.1. The manufacturing skills gap have provided their guidelines to face it [4]. From the
educational side, in the last years new teaching approaches
Manufacturing is one of the pillars of European economy. In the have been developed in order to update and improve the
last years, despite the global crisis affecting the sector, several competences of young generations and to prepare them to the
advancements in both technologies and processes are fostering its new challenges of the industrial world [5]. These methodologi-
progress, leading to the so-called “Fourth Industrial Revolution”. cal efforts have been also supported by the development of
Nevertheless, despite these widespread changes, manufacturing is interactive learning environments able to virtually represent to
increasingly suffering a lack of skilled human resources able to students manufacturing concepts (e.g. servitization, sustain-
support them [1]. In particular, high skills are those most requested ability) otherwise hardly communicable by means of traditional
but at the same time most difficult to find and develop [2]. The teaching approaches [6]. Moreover, the use of these technolo-
causes of the skill shortage have already been identified and gies has allowed the design of more complex learning
discussed in literature. The most important can be resumed in an experiences that can involve the user in a more sophisticated
aging workforce, an outdated workforce planning, the limited educational route [7]. The potential of these technologies for
education efficiency, the changing nature of work and a poor image the manufacturing sector is therefore extremely high, since
of manufacturing among youngsters [3]. through their use the new advanced competencies requested by
Despite the presence of the abovementioned issues, the the industrial world could be trained in advance, forming a
exploration of the possible solutions to the skill gap problem is young workforce already ready to support innovation in the
companies. In order to make concrete this manufacturing skills
revolution, considerable efforts in the development and
* Corresponding author. validation of the most suitable educational technologies should
E-mail address: stefano.perini@polimi.it (S. Perini). be done.

https://doi.org/10.1016/j.compind.2018.08.005
0166-3615/© 2018 Elsevier B.V. All rights reserved.
S. Perini et al. / Computers in Industry 102 (2018) 40–49 41

1.2. DGBL for manufacturing education 1.3. Learning and Motivational aspects of DGBL for manufacturing
education
The use of interactive learning environments drew its concepts
on cognitive constructivism, where the user is considered as actively It is evident that the two main objectives of DGBL are the
developing his/her own knowledge according to his/her experi- learning and motivational ones, even though there is still in general
ences [8]. On the basis of cognitive constructivism, experiential a lack of empirical evidence supporting these hypotheses [24–26].
learning theory has been developed, considering as fundamental For motivational aspects, few interesting results have already been
the role of the user and his/her interaction with the teaching made available [25,27,28] that highlight the positive impact of
activity [9]. Different types of interactive learning environments DGBL on students’ motivation towards learning. For manufacturing
have been used in the last years in order to support the education, despite the benefits identified and the different
development of advanced manufacturing skills and hence allow applications developed, the issue becomes even more relevant,
students to explore in advance the challenges of modern industrial since rarely the results of the DGBL educational interventions are
world. Indeed interactive learning environments enable the collected and follow a common approach. However, as already
representation of concepts (e.g. servitization, sustainability) highlighted also for manufacturing education the few results
otherwise hardly communicable by means of traditional teaching available are mainly for the motivational aspects, with scant or no
methods. For instance, simulations [10], on-line distance learning evidence for the learning ones [5,21–23]. Further knowledge about
[11], virtual factory teaching systems [12] and mobile technologies DGBL effectiveness could lead to its systematic use in manufactur-
[13] can be mentioned. ing curricula, identifying the concepts for which is most suitable
When digital interaction meets game-based learning then and the requirements that are needed for its scalability.
Digital Game-based Learning (DGBL) arises. The main advantage of In order to structure an analysis of DGBL effectiveness, a first
DGBL is represented by the association of the active involvement of distinction should be done between assessment and evaluation.
the learner with the fun element, that is not used anymore for mere Assessment is about the measurement of the achievements of
entertainment but to support the engagement of the student [14]. persons (i.e. the users interacting with the DG), while evaluation is
As a consequence, DGBL enables specific conditions that have about the measurement of objects (i.e. the DG itself) [29]. In DGs
been identified as extremely relevant for the success of specifically designed for learning objectives, the final evaluation of
manufacturing education. In particular, it allows the sequencing their effectiveness can be reasonably translated in the assessment
of task and activities, reducing the typical complexity of many of the learning outcomes of the users playing with it [29]. As
manufacturing concepts and providing a structured learning path identified by the EQF [30], those learning outcomes can be
to be followed [15]. It continuously provides real-time feedbacks identified in terms of knowledge (i.e. the information re-elaborated
for self-assessment, making learners understand where they in a structured way while learning), skill (i.e. the use of knowledge
should improve [16]. It allows reflective practice, clarifying the to do activities) and competence (i.e. the use of knowledge, skill and
objectives and expected outcomes of the learning activity [17]. It other abilities in real situations). On the other hand, according to
stimulates creativity and problem solving ability, representing an Anderson [31], knowledge can be classified in factual (i.e. the
ideal environment to continuously explore, develop and test new knowledge of terms and details), conceptual (i.e. the knowledge of
ideas [18]. It lets the learners play with different roles, facing the theories and models that link elements), procedural (i.e. the
different situations and therefore understanding the implications knowledge on how to do something) and metacognitive (i.e.
of the different activities [19]. It facilitates the multidisciplinarity knowledge of one’s own cognition). While knowledge as meant by
of the learning activity, in order to allow proper connections EQF can be associated to Anderson’s factual and conceptual
among the different disciplines of manufacturing [20]. knowledge, skill as meant by EQF can be associated to Anderson’s
For example, Coller and Shernoff [21] discuss the use of a procedural knowledge. From DG perspective, all the learning
serious game (NIU-Torcs) to support a numerical methods course outcomes identified can be considered as relevant, even though
for undergraduate mechanical engineering students. The authors their achievement becomes more difficult as far as you pass on one
developed an application where the user has to write a C++ hand from EQF’s knowledge to competence [29], and on the other
program in order to give a car driving commands in a real-time race hand from Anderson’s factual to metacognitive knowledge.
in a 3D environment. With the aim of optimizing the route of the As already pointed out, the proofs of DGs learning effectiveness
car, the students have to explore on their own concepts such as are in general pretty scant so far, also because of the intrinsic
numerical root finding, curve fitting and optimization, and apply difficulty to capture and formalize the changes in user’s learning.
them in the coding of the race. The results show a higher For this reason, some authors proposed to focus on the
motivation of students if compared to traditional teaching measurement of transfer and application, even though this way
activities. Gomes et al. [22] present the 5S Game aiming at the assessment will be extended in time and several external
explaining main concepts of lean manufacturing to mechanical variables could influence the results [32]. On the other hand, it
engineering MSc students. The user faces four different scenarios should also be considered that learning by playing needs some
where the 5S concept should be applied, choosing each time the time in order to be effectively elaborated by the user. As a
proper actions according to the principles of the methodology. The consequence, it becomes extremely critical the proper time
motivation of the participants and the usability of the game were in sequencing of the assessment measures. Finally, the definition
general encouraging. Li et al. [23] introduced GamiCAD, an of objectives and robust assessment methods should be addressed,
interactive tutorial system for AutoCAD able to provide a gamified trying to avoid as much as possible the use of self-reported
real-time feedback on the tasks performed by the learner. Results answers to measure learning outcomes [32].
in terms of engagement of the learner and tasks’ completion ratio In DGs for manufacturing education, the user assessment as a
were higher than the non-gamified version. Hauge and Riedel [5] measure of the overall educational effectiveness should be closely
presented COSIGA, a multi-player simulation-based game about related to the objectives of the specific educational intervention. In
concurrent engineering (CE) approach for new product develop- particular, the general learning objectives of the educational
ment. The different players take a realistic role and mutually intervention should be expressed in terms of one (or more) of the
interact to develop a type of truck. Evaluation of the game showed learning outcomes represented in Table 1, and then decomposed in
the cognitive change of participants according to the nature of the the specific learning objectives of the DG to be implemented. On
different roles interpreted. the base of the learning outcome(s) and of the specific learning
42 S. Perini et al. / Computers in Industry 102 (2018) 40–49

Table 1 marketing strategies and decisions. Empirical data collected


Learning Outcomes and Anderson’s Types of Knowledge.
aimed at assessing students’ perceptions and interest about
Learning Outcome [30] Anderson’s Type of Knowledge environmental issues and at evaluating their overall satisfaction
[31] of the intervention [48]. collected data about a high school 3/4-
Competence – week course aiming at presenting life cycle analysis of
Skill Procedural Knowledge transportation fuel/vehicle systems. The comparison of pre-
Knowledge Factual and Conceptual Knowledge
post results revealed a significant impact on students’ energy-
related knowledge, self-efficacy and behaviors while no signifi-
cant impact on attitude about energy. Moreover, the post results
objectives identified, the proper definition of robust assessment about course evaluation were considered as positive (i.e.
methods should be then addressed. For Knowledge assessment, interest, relevance, self-declarative knowledge). [49] addressed
the most suitable way is the pre and post testing by using again the issue of integrating environmental sustainability into
questionnaires, that is also the most used approach in studies that undergraduate engineering education. Comparison of pre-post
measure educational effectiveness [33]. For Skill assessment, the results of a 4-week LCA module showed a significant impact on
most suitable way is again the pre and post testing with students’ LCA knowledge but no significant impact on students’
questionnaires if the activity is theoretical (e.g. implementing an attitude about LCA. Finally, [50] presented the results of a 9-
algorithm) [33], while a test in a controlled environment should be week massive open online course (MOOC) about LCA targeting
used if the activity is practical (e.g. assembly of two components) engineering students. The results revealed a change in students’
[34]. For Competence assessment, the most suitable way is the perspectives about LCA and positive results about future
measure of transfer and application in real environments [35]. intentions about LCA.
The measure of the overall educational effectiveness of the As for the works on the use of DGBL for manufacturing
intervention can be complemented with the assessment of the education, also for those presenting empirical evidence about LCA
motivational aspects, which are related as well to its content and educational interventions, the results are still extremely scant.
learning objectives. Finally, also the evaluation of specific aspects Also the data collection is conducted in a heterogeneous way,
of the DG such as enjoyment [36] and usability [37] can be used as even though this is partially due to the need of adapting the
a support to the analysis. In both cases, several measurement tools assessment and evaluation tools to the specific objectives of the
mainly based on perceptual scales are already available in the educational intervention. No previous work was found about the
educational literature [38,39] and therefore they can be easily specific use of DGBL for LCA education in engineering or other
adapted to the specific needs of the educational intervention disciplines.
designed.
2. The Life Cycle Assessment (LCA) Game
1.4. Life Cycle Assessment (LCA) in manufacturing education
The “LCA Game” is a serious game introducing the main
In the last years the importance of Life Cycle Assessment (LCA) concepts and processes of a life cycle assessment. To achieve this
for engineering and manufacturing education has considerably goal the player is introduced to a manufacturing company where
increased. The LCA is a structured methodology which quantifies he/she should perform the LCA of a coffee maker. The student is
the environmental impacts of a product, good or service immersed in a realistic environment, where he/she can understand
throughout its whole lifecycle. The LCA is standardized by ISO, the benefits and limitations of LCA together with its main
in the 140,404 and 14,044 regulations [40], where a LCA implementation steps. The general learning objectives of the
framework is presented and the general guidelines are highlighted. LCA Game are defined as Knowledge and Skill development, i.e.
LCA is currently one of the most promising approaches for Factual, Conceptual and Procedural Knowledge. Through the
sustainable manufacturing, i.e. the production of industrial goods gameplay the student is expected to achieve the following learning
able to meet economic, environmental and social objectives [41], objectives of an LCA process:
and therefore its knowledge is becoming always more an
important element in the education of the new generations of  Understanding of LCA data gathering process in an enterprise
manufacturing students.  Selection of relevant LCA data among possible mistakes and
One of the first works about LCA education is that of [42], who redundancies
presented a board game to teach design for environment,  Elaboration of LCA data in an LCA report
environmental management and LCA to environmental engineer-  Provision of suggestion to the management of the enterprise in
ing students [43]. discussed about the new elements (e.g. risk, order to improve the sustainability of the product
green chemistry, LCA) that should be integrated into chemical
engineering curricula. [44] introduced a classroom simulation The abovementioned learning objectives are the pillars of the
about EIO-LCA (“economic input-output life cycle assessment”) game’s structure and are based on the four main LCA phases
based on a mix of hands-on activities and the use of the online tool defined by the ISO 14,044 (i.e. goal and scope definition, life cycle
as a support for calculations. [45] discussed again about how to inventory, life cycle impact assessment and interpretation). Phase
integrate sustainability principles into industrial and manufactur- 1 is the goal and scope definition, where the problem and the
ing engineering curricula. [46] described the structure and main objectives are structured. In phase 2, the inventory analysis, the
outcomes of a project-based learning (PBL) intervention to teach simplified process diagram of the product life cycle is defined and
Design for Environment (DfE) principles to engineering students. data shall be collected. In phase 3, the impact assessment, the
The project used the MicroHeat technology, which was made environmental impacts are reported and a full report has to be
available by the company collaborating with it. All the works just filled in order to provide the results to the CEO of the company.
presented are mainly descriptive and don’t provide any empirical Finally, in phase 4, the interpretation, opportunities for improve-
data about user assessment nor educational intervention evalua- ment are identified and sent to the CEO.
tion. In “LCA Game”, the student is given the role of a young
On the other hand, Bascoul [47] developed a board game to sustainability manager, who has been hired to evaluate the
teach business students the environmental implications of environmental performance of the company processes and supply
S. Perini et al. / Computers in Industry 102 (2018) 40–49 43

chain of the paper filters coffee maker, one of the company’s main can also look for important information for the LCA in the
products. Before starting the analysis, a brief overview of the scope computers and the shop floor production machine’s monitors
and context of the game is provided. First, the goal of the analysis, (Fig. 3). The student can navigate within the company’s facilities
described in the briefing page, helps the player to carry out the and even use the lift to go downstairs and visit the shop floor. There
assessment, focusing on the scope of LCA. On the other hand, the he/she can also collect useful information from the Programmable
characters’ description helps the student identify the different Logic Controllers (PLCs) of the plant.
profiles, so that he/she will ask the right questions that will finally Since the game activities follow the structure of ISO 14,044 LCA
lead him/her to the appropriate solution. There are four more framework, the tablet apps are structured accordingly to help the
characters in addition to the player, and another challenge for the student understand the game’s steps. As required by the ISO
player is to understand who has the correct information, and who framework, the goal and scope definition shall be identified and
is wrong. described. This requirement is covered by the “Briefing” app that
After going through the briefing page, the student has helps the student with the goal, but the scope is the application of
immediately at his disposal several action options (Fig. 1): the LCA. In particular, the system boundaries shall be analyzed in
order to have the list of data required during the life cycle
 Personal Computer: the student can use it to find required data inventory.
by consulting the ERP System (where info about the BoM is In “Boundary Selection” app, a flowchart describing the main
stored) and the Coffee Machine Instructions (where info about phases of the coffee maker’s life cycle allows the student to select
Middle of Life and recycling is stored). the system boundaries he/she wants to include into the analysis
 Books: two books help the student to find information regarding (Fig. 4). The boundary conditions have information on the
scientific data that are not directly related to the company, but upstream processes, including activities about the coffee bean
are referred in other lifecycle phases. production and the paper filter production. The second area of the
 LCA Toolbox: a tablet where the student finds different apps boundaries conditions is composed by the core processes, that are
where he/she can implement the LCA data. It is always available all the activities required by the coffee machine manufacturing.
on the screen and the student can open it whenever he/she This information is directly related to the company. Finally, the last
wants and see the game’s completeness level, in terms of area of investigation is represented by the downstream processes.
“Boundaries Selection”, “Flowcharts”, “Data Entry”, “Impact This phase includes the activities related to the coffee maker usage
Charts”, and “Recommendations”. In addition, the student can and the final disposal (including the recycling of the materials).
access again the “Briefing” and the “My Notes” section with all Once the system boundaries are defined, a full picture of the
the recorded dialogues. All these sections are presented like flowchart highlights the lifecycle steps with the relevant inputs
applications of a real smart tablet (Fig. 2). and outputs that shall be investigated during the game. The
 The company site: the environment of the game is the player’s “Flowchart” app shows all the inputs and outputs required by the
office. The student can move within the space by using keyboard product life cycle. One of the goals of the game is to understand
arrows, visiting other offices and rooms. which data are necessary for the assessment (life cycle inventory)
and which are not. As a consequence, one of the main steps of the
In order to perform all the activities and steps required by the game is the data collection, where a list of inputs and outputs shall
game (i.e. select the correct system boundaries, collect data, fill a be filled in the data entry sheet (represented by the “Data Entry”
final report and send suggestion to the CEO) the student has the app). The LCA Game helps the student to understand if he/she has
opportunity to ask information from four different characters, i.e. already discovered that information in the game, looking at the
the CEO, the Production Manager, the Shift Manager and the R&D different sources or talking with characters. Fig. 5 shows a
Manager. These characters they all have different information to screenshot of the data collection list. The orange mark on the right
give that will contribute to the achievement of the above- (greyed out lines of the list) means that the student has not found
mentioned goals. Apart from interacting with them, the student that specific piece of data yet, while the yellow mark on the left

Fig. 1. Students' office with the tools for the LCA Game.
44 S. Perini et al. / Computers in Industry 102 (2018) 40–49

Fig. 2. Tablet interface with apps of LCA Game.

means that the student found the value and hence he/she is able to 3. Materials and methods
insert it.
When all the data are filled in, the life cycle impact assessment 3.1. Research questions
may be performed. In the “Impact Charts” app, three different
graphs help the student to prepare a report composed by four The aim of the study was to study the effects of DGBL on the
sentences (Fig. 6). For each sentence, the player has to choose learning and motivational performances of manufacturing univer-
among multiple choices of the impact categories and the sity students. For this purpose, the research addressed the
justifications of each answer. Each sentence refers to a different following research questions.
life cycle phase (i.e. coffee machine manufacturing, filters
production, usage phase and end of life). For each of this life 1 Do students working with the DGBL approach obtain better
cycle stages, one out of four impact categories (i.e. climate change, learning performances about life cycle assessment than
occupation land, toxicity, fossil depletion) can be selected with the students working with a non-gamified digital approach?
related justification, which describes why that specific impact 2 Do students working with the DGBL approach obtain better
category is the highest or the lowest. motivational performances about life cycle assessment than
Finally, the student has to send an improvement suggestion to students working with a non-gamified digital approach?
the CEO. The LCA Game is completed when the student submits the
LCA report to the CEO by clicking on the proper button. Finally, an
email from the CEO provides the score of the student and an 3.2. Participants
individual evaluation of his/her work. The email provides
information related to the benefits of the player’s indicated Two classes for a total of 62 students were randomly chosen
suggestion as well as the percentage of his/her achievements for from an industrial engineering graduate program of a technical
each section. university in Northern Italy. Their demographic background was
representative of the program. 677% of the participants were males
and 323% females. In this study, a two-group pretest-posttest
quasi-experimental approach was used. The two classes (taught by
the same teacher) were randomly assigned to the experimental (33
participants: 23 males, 10 females) and control (29 participants: 19
males, 10 females) condition.

3.3. Research procedure

Both groups were involved in the same research procedure


which included the following four steps. First, participants in both
the experimental and control group received two sessions of 1 h
each by means of a traditional frontal lecture given by the same
teacher in order to introduce the general context of LCA and its
relationships with sustainable manufacturing. Then, the partic-
ipants completed a 30-min pretest. Afterwards, a 1h30-min
activity followed. During both activities, the same teacher and
Fig. 3. Example of a character of the LCA Game. teaching assistant were present. The teacher and teaching assistant
S. Perini et al. / Computers in Industry 102 (2018) 40–49 45

Fig. 4. System boundaries definition during the LCA Game.

Fig. 5. Data collection list to be filled in during the LCA Game.

just answered to technical questions about the activity itself, the execution of the activity according to the same steps of the LCA
without providing any further information about the strategy to Game. Also for the control group, all the documents were
approach the activity or about LCA itself. After the activity, the downloaded on the laptops of the participants before the activity.
participants completed a 30-min posttest. Therefore, the only
difference between the two groups was the 1h30-min activity. The 3.4. Data collection
participants in the experimental group engaged with the LCA
Game previously downloaded on their laptops, until the send of The pretest included a Knowledge and an LCA Interest question-
the LCA report to the CEO and the subsequent reception of their naire, while the posttest included a Knowledge, LCA Interest,
personal evaluation. The participants in the control group engaged Usability, Enjoyment and LCA Future Intentions questionnaire.
with a non-gamified computer-based activity based on the same For Learning aspects, the Knowledge questionnaire aimed at
content and data of the LCA Game. The material was composed by assessing the Overall, Factual, Conceptual and Procedural Knowl-
four documents: three PDF files, with the information about the edge of participants about LCA and was tailor-made for the study
context, objectives and data needed to perform the activity as well because of the lack of standardized tests able to assess LCA
as the picture with system boundaries description; an Excel file for knowledge. The questionnaire included 5 items for each of the
46 S. Perini et al. / Computers in Industry 102 (2018) 40–49

Fig. 6. Life cycle impact assessment performed in the LCA Game.

three knowledge sections, for a total of 15 items each of them For Motivational aspects, the results of the two groups for
structured as a multiple-choice question with just one correct Usability, Enjoyment and LCA Future Intentions were analyzed by
answer. The questions were designed by the authors and had been means of descriptive statistics and independent t-tests. For LCA
validated in previous pilot tests with a total of more 200 graduate Interest, data collected from pretests and posttests in both groups
students of the same technical university. The answers to each were first analyzed by means of descriptive statistics and paired-
item were scored as 1 for a correct answer and 0 for an incorrect samples t-tests. Then, a one-way ANCOVA was conducted, using
one [51]. Therefore, the participant’s total score for both pretest the posttest results as dependent variables and the pretests results
and posttest ranged from 0 to 5 for each knowledge section and as covariates, and treatment as independent variable. This in order
from 0 to 15 for the Overall Knowledge. to understand the differences in LCA Interest between the two
For Motivational aspects, in order to assess the participants’ LCA groups.
Interest the STEM Semantics Survey was used [52]. The STEM
Semantics Survey is composed of five sub-scales each with five 4. Results
items measured on a 7-point Likert scale. In particular, the
structure of the STEM Semantics Survey’s sub-scale was adapted to 4.1. Learning aspects
LCA. For Usability, the System Usability Questionnaire (SUS) was
adopted [53]. The SUS is formed by ten items and was created in For Learning aspects, the results show a statistically significant
order to evaluate products and services, e.g. hardware, software, improvement of the Overall Knowledge both for the experimental
websites and applications. The questionnaire used for Enjoyment (t = 4.8176, p < 0.001) and control group (t = 5.8916, p < 0.001). For
was the In-game GEQ (“In-game Game Experience Question- Factual Knowledge, for both experimental (t = 4.3930, p < 0.001)
naire”), which is based on fourteen items and aims at measuring and control group (t = 9.5566, p < 0.001) there are also statistically
the participants’ experience of a game session [54]. The LCA Future significant effects, as well as for Conceptual Knowledge (experi-
Intentions were assessed by using the six-items specific question- mental group: t = 1.7050, p < 0.05; control group: t = 2.0262,
naire proposed and validated by [50]. p < 0.05). For Procedural Knowledge, there is a statistically
significant improvement just for the experimental group
3.5. Data analysis (t = 3.6186, p < 0.001) while for the control group there is even a
slight even though not significant decrease (t= -0.2806, p > 0.05).
For Learning aspects, data collected from pretests and posttests In order to test the differences between the Learning aspects of
in both groups were first analyzed by means of descriptive the two groups, a series of one-way ANCOVA was then conducted.
statistics and paired-samples t-test. Then, a series of one-way Even though for each of the Knowledge dimensions the pretest
analysis of covariance (ANCOVA) were conducted, using the results results didn’t have any significant difference between groups
of the sections of the posttest Knowledge questionnaire as according to t-tests (p > 0.05), ANCOVA was run anyway in order
dependent variables and those of the pretest as covariates, and to properly consider the influence of the covariate [55]. In
treatment as independent variable. This in order to understand the particular, for each Knowledge dimension posttest results were
differences between the two groups for each of the Knowledge used as dependent variables, the treatment as independent
dimensions identified. variable and the pretest results as covariates. Before ANCOVAs
S. Perini et al. / Computers in Industry 102 (2018) 40–49 47

were conducted, all the basic assumptions of ANCOVA were CONTROL EXPERIMENTAL
verified. In particular, for each Knowledge dimension Shapiro- Usability 2.81 3.26
Wilk and Levene tests were done in order to test respectively for (1-5) (SD 0.62) (SD 0.44)
Enjoyment 2.87 3.22
the normality of distribution and for the homogeneity of variance (1-5) (SD 0.67) (SD 0.54)
across the two groups. Furthermore, the homogeneity of the LCA Future Intentions 1.40 1.33
regression slopes was verified for each Knowledge dimension by (0-2) (SD 0.44) (SD 0.36)
testing the presence of interaction between the pretest results
(covariate) and the treatment (independent variable). No
interaction was found for any of the Knowledge dimensions
(p > 0.05).
CONTROL EXPERIMENTAL
The results of the one-way ANCOVAs show significant differ- PRE POST PRE POST
ences between the groups for Factual and Procedural Knowledge LCA Interest 4.72 4.54 4.44 4.49
(respectively F = 9.54, p < 0.01, h2 = 0.14; F = 10.97, p < 0.01, (1-7) (SD 0.84) (SD 1.03) (SD 0.80) (SD 1.00)
h2 = 0.16) while the influence of pretest results was significant
just for Factual and Overall Knowledge (respectively F = 21.70,
p < 0.01, h2 = 0.27; F = 8.13, p < 0.01, h2 = 0.12). In particular,
students in the control group performed significantly better on 5. Discussion
Factual Knowledge (Adjusted Mean EG = 3.78, Adjusted Mean
CG = 4.35) while students in the experimental group performed The results of the experimental group show a significant
significantly better on Procedural Knowledge (Adjusted Mean improvement in Factual, Conceptual, Procedural and Overall
EG = 2.13, Adjusted Mean CG = 1.30). Knowledge about LCA. Therefore, the user assessment implemented
provides evidence of the positive impact of the LCA Game on the
CONTROL EXPERIMENTAL specific learning objectives identified. The most significant effect is
PRE POST PRE POST
reached on Factual and Procedural Knowledge, while the weakest is
Factual Knowledge 2.41 4.28 2.73 3.85
(0-5) (SD 0.78) (SD 0.70) (SD 1.15) (SD 0.91) on Conceptual Knowledge. This can be explained by the time needed
Conceptual Knowledge (0- 1.48 2.03 1.39 1.88 to develop in a robust way concepts, theories and structures about a
5) (SD 1.02) (1.05) (SD 1.06) (SD 1.24) given topic [56], which partially contrasts with the quite brief
Procedural Knowledge (0-5) 1.38 1.31 1.27 2.12 exposition to the LCA Game the participants were submitted to. For
(SD 0.90) (SD 0.97) (SD 0.91) (SD 0.99)
Overall Knowledge 5.28 7.62 5.39 7.85
this reason, the results obtained for Conceptual Knowledge can be
(0-15) (SD 1.53) (SD 1.50) (SD 2.14) (SD 2.00) considered as extremely positive. Also the results of the control group
show a significant improvement in Factual, Conceptual and Overall
Knowledge about LCA while no improvement in Procedural
Knowledge. In particular, while for Factual Knowledge the control
**p < 0.01

Factual Conceptual Procedural Overall


Knowledge Knowledge Knowledge Knowledge
df MS F MS F MS F MS F
Pretest 1 10.77 21.70** 1.27 0.95 1.14 1.19 23.15 8.13**
Treatment 1 4.73 9.54** 0.32 0.24 10.52 10.97** 0.55 0.19

group outperformed the experimental group, for Procedural


4.2. Motivational aspects Knowledge just the experimental group dealing with the gamified
version of the activity revealed to have significant benefits. This
For Motivational aspects, the results of the independent t-tests element is extremely important and can allow us to draw some
show a statistically significant higher level of both Usability important conclusions about the DGBL approach. Indeed, with
(t = 3.3270, p < 0.001) and Enjoyment (t = 2.2369, p < 0.05) for the reference to the EQF’s classification of learning outcomes [30], both a
experimental group. For LCA Future Intentions, the result of the gamified and non-gamified digital learning approach can have a
control group is slightly higher than that of the experimental positive impact on the Knowledge of the learner about a given subject,
group but the difference is not statistically significant (t= -0.6800, even though a non-gamified approach will have a more positive
p > 0.05). For LCA Interest, the paired-sample t-tests show that impact on Factual Knowledge, i.e. the knowledge of terms and details.
the posttest results of the experimental group are slightly higher On the other hand, a gamified digital learning approach will be
than the pretest results but the difference is not statistically definitely more effective than the non-gamified one on the Skills of
significant (t = 0.2481, p > 0.05). On the other hand, the posttest the learner. As a consequence, the gamified approach seems to be
results of the control group are lower than the pretest results but more appropriate than the non-gamified one when there is the need
also in this case the difference is not statistically significant (t= to address the more operational aspects of students’ learning, while
-1.4178, p > 0.05). for the more theoretical aspects can be overcome to some extent by
In order to test the differences in the LCA Interest between the the non-gamified one. In fact, the results show how DGBL is especially
two groups, a one-way ANCOVA was conducted by using LCA suitable to support a more proactive learning once a more theoretical
Interest posttest results as dependent variables, the treatment as basis has already been provided and there is hence need to make the
independent variable and the LCA Interest pretest results as student familiar with the methods and tools of the subject addressed.
covariates. Before ANCOVA was conducted, all the basic assump- In other words, the engagement resulting from the immersion in the
tions of ANCOVA were verified. The results of the one-way ANCOVA DG favors the learning of the more procedural aspects, where the
showed no significant difference between the two groups on LCA structuring of tasks in predefined paths [15] and the provision of real-
Interest (F = 0.27, p > 0.05). time feedbacks on the actions carried out [16] become essential to
48 S. Perini et al. / Computers in Industry 102 (2018) 40–49

develop in the user the ability to solve complex problems and not only The results of the experiment suggest on one hand the
to understand definitions and theoretical concepts. These results are effectiveness of the LCA Game to improve both the knowledge
supported by the values obtained for Enjoyment and Usability, since and skill of the students and on the other hand its particularly
for both variables the experimental group had higher scores than the suitability to train them on the more operative aspects of the
control group. Therefore evidence shows how, as already suggested subject. Indeed the possibility to involve the students in a
by DGBL theory [14], higher levels of Usability and Enjoyment are continuous and engaging trial-and-error process allows to focus
essential to guarantee the involvement of the student in the learning the learning efforts on the specific methods and tools of the
process, which will eventually lead him/her to acquire more discipline while disadvantaging the memorization of the details.
significantly the practical aspects of the subject. Thus the use of the LCA Game proves to be particularly suitable for
Furthermore, it should be noticed that positive results about the combination with more traditional teaching approaches,
LCA Knowledge were obtained also by [49], but after a period of stimulating the students’ practical skills once a more theoretical
exposition to the teaching activity of 4 weeks. With the LCA Game, learning phase has already been previously carried out.
students were able to improve their learning performances after Moreover, while the confirmation of the importance of the
just a 1h30-min activity. On the other hand, the results partially engagement of the user in the DGBL process was obtained, the LCA
confirm the work of [51] about the application of DGBL to the study Game turned out to be not suitable for increasing the motivational
of human immunology for middle school students. While the aspects related to the subject. Given the brief exposure time and
results obtained by [51] were similar to those of the LCA Game for students’ target age group, the development of longer and more
Conceptual and Procedural Knowledge, no significant difference heterogeneous educational interventions should be considered
was observed between the experimental and the control group for more promising.
Factual Knowledge. This can be explained by the different age DGs for manufacturing education are hence important tools to
group of the participants [57] but also by the different subject of train in a rapid and effective way the skills of the university students
the educational intervention [58]. that will have to access shortly an industrial world increasingly
For the other motivational aspects (i.e. LCA Future Intentions and complex and dynamic. Because of their simple use, the findings also
LCA Interest) related to the experiment, there were no particular suggest the high potential for scalability of DGs for manufacturing
differences in the results obtained for the two groups. Therefore, the education, as well as for their implementation in current
motivational results confirm what was achieved, even though with manufacturing curricula. These applications can be in fact employed
different activities, by [49]. For LCA Future Intentions, the results without any specific previous work by teachers and students, and
obtained by [50] are generally better, even though they were achieved make them particularly suitable for the introduction of manufactur-
after a 9-week intervention. As a consequence, two important ing concepts, leaving the floor to professional software tools in case
elements about motivational aspects should be taken into account. their application is needed. Indeed, we should remember that the
First of all, the quite brief time of exposure to the activity, which final objective of DGs is not that of fully substituting the teacher, but
proved to be sufficient to increase the learning but not the students’ rather supporting him/her, allowing the differentiation of educa-
interest towards the subject [59]. Second of all, the actual difficulty to tional activities in order to complement traditional frontal lectures
have an impact on the aspirations of graduate students, who have and to make the learning process more engaging and effective.
already taken important decisions about their studies and future However, further results about the effects of DGBL in other
careers [60]. From this point of view, we can then suggest that more subjects of the manufacturing domain should be still collected,
heterogeneous and longer awareness paths may prove more effective thus identifying the specific topics and issues that are most
for university students. In this context, DGBL could be used as one of suitable to be taught with this approach. Finally, more extensive
the components of a broader educational intervention. comparisons should be done between the effects of DGBL and of
other interactive teaching approaches, providing stronger evi-
6. Conclusions dence of its specific limits and strengths.

Manufacturing is nowadays suffering from a severe skills gap. Acknowledgements


Therefore, new teaching approaches are being developed in order
to prepare the new generations to the new challenges of the The research leading to these results has received funding from
industry before their entrance in the work world. DGBL is a the European Community’s Seventh Framework Programme (FP7/
promising approach to support the development of students’ 2007-2013) under grant agreement no 609147.
advanced knowledge about the latest advancements of the sector.
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