Current engineering students lack motivation to learn. A low-cost solution is needed to boost students' enthusiasm for engineering. The proposed solution is to use augmented reality educational games on electronic devices. Students would be motivated to answer challenging questions and "level up" through the games. To progress in the games, students would need to read books and increase their knowledge. This gamified learning approach could motivate more students to pursue engineering, contributing to Malaysia's development.
2. 2
It is becoming increasingly difficult for educators to
teach current generation of engineering
undergraduates. Lecturers need to constantly find
ways and means to motivate and inspire students to
participate in the learning process. This is a very
worrying trend for the future development of
Malaysia, especially since the number of students in
engineering is continuously decreasing. This is due to
reasons such as difficulty level, passing rates and
future earning power. An effective low cost solution to
this problem is imminent to boost students’
enthusiasm towards the field of engineering.
PROBLEM
DESCRIPTIO
N
PART
3
3. 3
PROBLEM
STATEMENT
BENEFIT
S
Current engineering students are not motivated
learn.
If a low cost solution can be found,
not only will students be highly
motivated to learn, more students
will pursue engineering which will
contributes greatly to Malaysia’s
prosperity, growth and future
development.
PROCESS
FLOW
5. 5
ENGINEERING
CONTRADICTION
If educator’s pay were increased, then they will be more motivated to
inspire students, but this will incur higher cost, time, complexity
and effort for its successful implementation.
Improving Parameter Worsening Parameter
#39 Productivity #22 Loss of Energy
#36 Device Complexity
NARROWED INVENTIVE
PRINCIPLES
6. 6
PROPOSED SOLUTION
#17 Another Dimension:
Augmented Reality with
“education” games to motivate and
level up.
#28 Mechanical Substitution:
Electronics Devices, use all
other senses.
#24 Mediator: Students as
mentors, electronic “gaming”
devices to teach
7. 7
FINAL SOLUTION
(Mediator, Mechanical Substitution, Another Dimension)
Instead of the “old school” method of chalk and board
teaching, educators need to bridge the generation gap
between students and motivate by substituting mechanical
means to the modern electronic means which is also a
“mediator”. They can learn via another dimension in
augmented reality to answer questions and unknowingly
revising to increase their “levels” in electronic educational
games. In turn these electronic gaming devices where
students get addicted and attracted to becomes a motivational
learning tool. Students will be “addicted” to pass through
challenging questions to “level up” with their friends, and to
answer these questions, students are unassumingly taking up
books to read, thereby increasing their knowledge.