Analysis of the Contribution of Active Learning Through Video Game Development within a CDIO Curriculum: An Educational Experience in Electronic Engineering and Agro-Industry

Authors

Jorge Alejandro Aldana Gutiérrez

Master of Administration, University of Quindío. Faculty of Engineering. Electronic Engineering Program, Carrera 14 Calle 12 N, Armenia, Quindío (Colombia)

Henry Reyes Pineda

PhD in Chemical Engineering, University of Quindío. Faculty of Agro-industrial Sciences. Animal Science Program, Carrera 14 Calle 12 N, Armenia, Quindío (Colombia)

Alexander Vera Tasamá

PhD in Electrical and Electronic Engineering, University of Quindío. Faculty of Engineering. Electronic Engineering Program Carrera 14 Calle 12 N, Armenia, Quindío (Colombia)

Article Information

DOI: 10.51244/IJRSI.2026.1308000177

Subject Category: Education

Volume/Issue: 13/8 | Page No: 3062-3069

Publication Timeline

Submitted: 2026-08-23

Accepted: 2026-08-28

Published: 2026-09-14

Abstract

Engineering education faces the demand to combine technical competencies with collaboration, communication and social responsibility, while content-transmission teaching models offer limited room to develop them. This article analyses a curricular experience in which the development of educational video games operated as the integrating axis of a CDIO-oriented curriculum in the Electronic Engineering programme at the University of Quindío. The aim was to examine how video game production, understood as a complete conceive–design–implement–operate project, contributes to the development of technical and transversal competencies among undergraduate students. A design-based research approach articulated with the four CDIO stages was applied between 2020 and 2024 across four undergraduate seminars and one diploma course, involving seventy-two students organised into multidisciplinary teams. Evidence was gathered through participant observation, semi-structured interviews, documentary review of project outputs, CDIO-based rubrics and perception surveys. The resulting products addressed problems in basic education, agro-industry, regional tourism, health and environmental conservation, and were presented to partner institutions. Findings show progress in C# and Unity 3D programming, in project management and in teamwork skills, together with effective engagement with actors outside the classroom. The experience suggests that video game development constitutes a replicable pedagogical vehicle for engineering curricula seeking to integrate active learning, interdisciplinarity and social relevance.

Keywords

engineering education, CDIO framework, project-based learning, educational video games, transversal competencies.

Downloads

References

1. Anderson, T., y Shattuck, J. (2012). Design-based research: A decade of progress in education research? Educational Researcher, 41(1), 16-25. https://doi.org/10.3102/0013189X11428813 [Google Scholar] [Crossref]

2. Barab, S., y Squire, K. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences, 13(1), 1-14. https://doi.org/10.1207/s15327809jls1301_1 [Google Scholar] [Crossref]

3. Braun, V., y Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa [Google Scholar] [Crossref]

4. Clark, D. B., Tanner-Smith, E. E., y Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. https://doi.org/10.3102/0034654315582065 [Google Scholar] [Crossref]

5. Crawley, E. F., Malmqvist, J., Östlund, S., Brodeur, D. R., y Edström, K. (2014). Rethinking engineering education: The CDIO approach (2.ª ed.). Springer. https://doi.org/10.1007/978-3-319-05561-9 [Google Scholar] [Crossref]

6. Deterding, S., Dixon, D., Khaled, R., y Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. En Proceedings of the 15th International Academic MindTrek Conference (pp. 9-15). ACM. https://doi.org/10.1145/2181037.2181040 [Google Scholar] [Crossref]

7. Edström, K., y Kolmos, A. (2014). PBL and CDIO: Complementary models for engineering education development. European Journal of Engineering Education, 39(5), 539-555. https://doi.org/10.1080/03043797.2014.895703 [Google Scholar] [Crossref]

8. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan. [Google Scholar] [Crossref]

9. Kolb, D. A. (2015). Experiential learning: Experience as the source of learning and development (2.ª ed.). Pearson Education. [Google Scholar] [Crossref]

10. Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768. https://doi.org/10.1177/1046878114563660 [Google Scholar] [Crossref]

11. Malmqvist, J., Edström, K., y Rosén, A. (2020). CDIO standards 3.0: Updates to the core CDIO standards. En Proceedings of the 16th International CDIO Conference. CDIO Initiative. [Google Scholar] [Crossref]

12. Sailer, M., y Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77-112. https://doi.org/10.1007/s10648-019-09498-w [Google Scholar] [Crossref]

13. Wouters, P., van Nimwegen, C., van Oostendorp, H., y van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265. https://doi.org/10.1037/a0031311 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles