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LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutions

dc.contributor.authorAjayi, Joy
dc.contributor.authorAdetiba, Emmanuel
dc.contributor.authorIfijeh, Ayodele H
dc.contributor.authorAbayomi, Abdultaofeek
dc.contributor.authorWejin, John
dc.contributor.authorThakur, Surendra
dc.contributor.authorMoyo, Sibusiso
dc.date.accessioned2026-07-09T05:02:13Z
dc.date.available2026-07-09T05:02:13Z
dc.date.issued2024-12-31
dc.date.updated2025-03-07T13:54:45Z
dc.description.abstractA drastic decline in the number of students that are enrolled for Engineering is now being experienced in developed as well as developing countries. Learning is becoming boring as a generation brought up on technology is losing the ability to pay attention in traditional classes for a long stretch of time. This has led to the idea that other teaching methods do exist and can be applied in teaching/learning. This work leveraged the use of Digital Game-Based Learning (DGBL) in Engineering classrooms to develop a serious game named LogicHouse Version 1 (LogicHouse-V1 or LogicHouse for short). The game, is a web-based serious game prototype that targets selected topics in Digital Electronics course. This course is a core component of undergraduate curriculum in Electrical & Electronics Engineering, Computer Engineering, Information Technology, Communication Engineering, Computer Science and other related Science Technology Engineering and Mathematics (STEM) courses. LogicHouse involves a virtual broken house where the player has to play the various levels to fix the house and gain points along the way. This game was designed based on the Learning Mechanics-Game Mechanics (LM-GM) model and the Unified Modeling Language (UML). Furthermore, the design was implemented using Adobe Illustrator, Procreate, Unity Engine, C#, Microsoft Azure Playfab and deployed on itch.io. Preliminary evaluation results indicate that students are interested in the game and its application. Based on this, there is a prospect of improved performance in any course in which the game is implemented.
dc.format.extent18 p
dc.identifier.citationAjayi, J., Adetiba, E., Ifijeh, A.H., Abayomi, A., Wejin, J., et al. 2024. LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutions. Cogent Engineering. 11(1). doi:10.1080/23311916.2024.2322814
dc.identifier.doi10.1080/23311916.2024.2322814
dc.identifier.issn2331-1916 (Online)
dc.identifier.urihttps://hdl.handle.net/10321/6440
dc.language.isoen
dc.publisherInforma UK Limited
dc.publisher.urihttps://doi.org/10.1080/23311916.2024.2322814
dc.relation.ispartofCogent Engineering; Vol. 11, Issue 1
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject40 Engineering
dc.subjectDGBM
dc.subjectLogicHouse
dc.subjectLM-GM
dc.subjectSTEM
dc.subjectUML
dc.titleLogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutions
dc.typeArticle
local.sdgSDG04
local.sdgSDG09

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