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    Although the research on games and learning has seen tremendous growth in the past 15 years, board games are the focus of only a small segment of studies. There is a need for rigorous research in this area to increase the visibility of board games, accelerate future research, and ultimately improve student learning and engagement through gaming.

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    With support from the NSF Improving Undergraduate STEM Education Program: Education and Human Resources (IUSE:EHR), this project aims to serve the national interest by improving student learning and retention in chemical engineering.

  • Mazeworld screenshot

    In this project, we aim to develop a robust, flexible testbed will enable researchers to evaluate the effectiveness of human-agent teaming concepts and issues. In the testbed, MazeWorld, multiple agents play different roles in which tasks are interdependent. Each role can be served by a human or an autonomous agent.

  • A circle broken down into three puzzle peices: motivation, professional skills, and learning outcomes

    We seek to improve students’ knowledge of geotechnical engineering principles, engineering employability skills, and attitudes through game development.

  • An ant is seen over the game to work logo. There is a title, Hivemind, above a description of the project. The names of everyone working on the project are listed in the bottom left corner

    We are investigating the use of cooperative video games in teaching and assessing teamwork skills.

  • The title of the project is surrounded by two imprints of 2 hands in a vairety of colors. There is a heart in each palm. The name of the head of the project is underneath the main graphic.

    We are investigating how gameful approaches can be used to engage diverse members of a community in urban planning activities.