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|  |  |\n| --- | --- | --- | --- | --- | --- |\n|  |  |  |  | |  |\n|  |  |  |  |  |  |\n\nFALL 2019  \nBuilding a Local Curricular Diffusion Model based on a Gamified Homework Platform in First Year Engineering:  \nA Case Study  \nSCOTT CHARLES STREINER  \nCHERYL ANNE BODNAR Rowan University Glassboro, NJ  \nABSTRACT  \nImplementation of educational innovations on a local scale requires consideration of a variety of different factors including stakeholders, curriculum design, classroom context, and culture. Although theories exist for dimensions of scale and diffusion of educational innovations across multiple institutions, they do not focus on the elements necessary to achieve a successful diffusion of a curricular innovation in a local context. This work leverages Actor Network Theory (ANT) and other theories on dimensions of scale to develop a framework for the local diffusion of a digital gamified homework platform called 3D GameLab. As a case study, we offer research findings around the key actors in the local curricula scale-up network and explore the relationships between these actors and how they work together to ensure an effective implementation. This model can be used as a guide for engineering education practitioners when seeking to expand the reach of their local educational innovations.  \nKey words: First-year Curriculum, Educational Software, Diffusion  \nINTRODUCTION  \nThere are a variety of different models available to educators interested in scaling up or diffusing their educational innovations outside of their institutional context (Barab and Luehmann, 2003; Clark and Dede, 2009; Coburn, 2003; Stanford et al., 2017) . However, there is a gap in the literature on how educators may seek to diffuse an educational innovation within their own institution. In the current work, we present a developed framework for the local curricular diffusion of the 3D GameLab  \nADVANCES IN ENGINEERING EDUCATION  \nBuilding a Local Curricular Diffusion Model based on a Gamified Homework Platform in First Year Engineering: A Case Study  \nplatform created by the application of Actor Network Theory (ANT) . 3D GameLab was developed to encourage students’ motivation towards homework completion and provide students with choice in their homework selection. After two years of piloting the digital homework platform with two sections of students, the platform was scaled for use across 17 sections of a first-year engineering course.  \nThe developed framework leverages Actor Network Theory (ANT) and builds upon existing theories relative to dimensions of scale and diffusion of educational innovations. As a case study, we offer research around the key actors in the local scale-up network-Designed Curriculum, Instructor Perceptions, Classroom Culture, and the Individual Student Experiences-along with the relationships between them as they relate to 3D GameLab. Our work provides important value to the engineering education community as it ties into the need for more research focused upon the adoption and implementation of evidence based teaching practices (NRC, 2012) and provides guidance for engineering educators that are seeking to expand the reach of their curricular development within their own institution.  \nIn the sections that follow, we first present the conceptual framework for representing the various dimensions important for scalability. Afterwards, we discuss the developed framework for local curricular diffusion using an ANT Activity Diagram (AAD) model and highlight the key actors. Then we delineate results of applying the AAD framework to our particular case, 3D GameLab. Finally, we describe conclusions and implications for future research.  \nDimensions of Scale Models  \nCoburn (2003) defines scale as encompassing four interrelated dimensions: depth, sustainability, spread, and shift. According to Coburn, depth refers to “deep and consequential change in classroom practice, altering teacher’s beli","cbCaiuUTUibcc4MC","https://ap.wps.com/l/cbCaiuUTUibcc4MC","pdf",1337211,28,"English","# Introduction\n# Advances in Engineering Education\n## Dimensions of Scale Models","[{\"question\":\"What problem does the paper address about local diffusion of educational innovations?\",\"answer\":\"It focuses on gaps in existing literature regarding how to diffuse curricular innovations within an institution rather than across multiple institutions.\"},{\"question\":\"Which theoretical approach is used to build the local diffusion framework?\",\"answer\":\"The framework is developed using Actor Network Theory (ANT), combined with theories on dimensions of scale.\"},{\"question\":\"How was the 3D GameLab platform scaled in the case study?\",\"answer\":\"After two years of piloting with two student sections, the platform was scaled for use across 17 sections of a first-year engineering course.\"}]","Building a Local Curricular Diffusion Model based on a Gamified Homework Platform in First Year Engineering - A Case Study | PDF",1792065959,71]