D21-07 Inspired by the societal shift towards digital learning and the positive evidence for educational, game-like apps, our pitch is for a mobile-game that makes engineering engaging, accessible, and part of the daily routine of people from all backgrounds - particularly during their crucial school years. In many schools there is a lack of (or no) engineering based subjects on the curriculum. When deciding what career path to follow, many don’t consider engineering, as they are not certain what it is. In order to bring more diversity into engineering, such as people who are neurodivergent, from ethnic minorities, and women, new outreach methods must be used. Since most young people in the UK have access to a smartphone (S. O’Dea, 2020), an application would assist them in making an informed career choice. The game format of this information is intended to increase the reach of this and improve readability for neurodivergent individuals. The application will include quizzes, allowing the user to actively learn about social, environmental, and economical issues in engineering. For example: fill the missing gap for scenarios, facts, and natural disasters in the game. As one progresses through the game, land capacity increases and more buildings will become available for construction, such as power plants, supermarkets and improved homes. Leagues are introduced, where one advances in relation to the amount the game is played and the decisions made. Daily notifications and 7-day streaks will encourage frequent play. The future of this application is developing a website, allowing families and friends to impact one other’s land (eg. CO2 footprint). The game could also be moulded to one specific engineering type. *Gameplay-Concept Art is attached to this post* UK: smartphone ownership by age 2018 | S. O’Dea (2020 ). Available at: https://www.statista.com/statistics/271851/smartphone-owners-in-the-united-kingdom-uk-by-age/#statisticContainer (Accessed: 11 February 2021).
#D2107 # d2107 #education #proposal