Racing Academy is a digital game, which is specifically designed to engage and motivate students in science and engineering. The aim of this chapter is to report a case study where the authors evaluated how effective Racing Academy is at supporting students' learning on science and engineering. The study involved 219 students from five different courses in three further and higher education institutions. The project found that after playing Racing Academy there is an increase in students' knowledge and understanding in all five of the courses in which Racing Academy was used. The students found Racing Academy motivating to play, and 95% thought that Racing Academy was successful. The implications of these findings and the lessons learnt are discussed.
|Title of host publication||Cases on Digital Game-Based Learning|
|Subtitle of host publication||Methods, Models, and Strategies|
|Editors||Youngkyun Baek, Nicola Whitton|
|Place of Publication||Hershey, U. S. A.|
|Publication status||Published - 2013|
Joiner, R., Iacovides, I., Darling, J., Diament, A., Drew, B., Duddley, J., Owen, M., & Gavin, C. (2013). Racing academy: a case study of a digital game for supporting students learning of physics and engineering. In Y. Baek, & N. Whitton (Eds.), Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 509-523). IGI Global. https://doi.org/10.4018/978-1-4666-2848-9.ch026