The Benefits of Game Use in a Signal Processing Graduate Class
AIR FORCE INST OF TECH WRIGHT-PATTERSON AFB OH DEPT OF ELECTRICAL AND COMPUTER ENGINEERING
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It is important in the age of the INTERNET and video games to keep students engaged in the classroom. One way of doing this is through the use of games and simulations. TABOO is a card game that involves getting players to say a keyword without saying five forbidden words. The game can be adapted for any number of different subjects. In this study, the game was adapted for use in the Detection and Estimation EENG663 signal processing class at the Air Force Institute of Technology AFIT. The adaptation of the TABOO game was called DETABOO. The subjects of interest were two groups of graduate students at AFIT. Group 1 attended class during the winter term 2009 and did not participate in DETABOO as a supplemental final exam preparation tool. Group 2 attended class during Winter Term of 2010 and did participate in the additional DETABOO review before their final exam. The authors were interested in identifying any similarities or differences in the final examination scores of the two groups. In addition, a survey was administered to Group 2 to assess their opinions on participating in DETABOO as a supplemental review for the final exam. Students project, mid-term, and final exam scores were recorded. Results showed a statistically significant difference in the mean final exam scores for the two groups. Students who participated in DETABOO scored approximately 10 points better on their final exam than the students who did not participate. There were no discernible differences in students project and mid-term scores. The results show that both groups of students performed equally in all aspects of the class except for the final exam, in which students who participated in DETABOO performed better. Also, students in Group 2 responded positively to playing DETABOO and recommended that the professor continue to use it.
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