DocumentCode
2562971
Title
Game-based strategy to teaching electronic & electrical engineering in virtual worlds
Author
Callaghan, M.J. ; McCusker, K. ; Losada, J. ; Harkin, J. ; Wilson, S. ; Dugas, J. ; Demots, S. ; Desbois, F. ; Fouquet, A. ; Sauviat, F.
Author_Institution
Intell. Syst. Res. Center, Univ. of Ulster, Derry, UK
fYear
2010
fDate
21-23 Dec. 2010
Firstpage
1
Lastpage
8
Abstract
In recent years there has been significant growth in the use of virtual worlds for e-learning. These immersive environments offer the capability to create complex, highly interactive simulations. Video games have entered the mainstream as an increasingly popular entertainment format. Virtual learning environments support teaching and learning in an educational context, offering the functionality to manage the presentation, administration and assessment of coursework activities. This paper will demonstrate how immersive virtual worlds can be used for a game based strategy to teaching electronic and electrical engineering using a collaborative team based competitive format. It will describe the linking and integration of a virtual world with an existing virtual learning environment and show how this approach was extended to include external hardware. The inclusion of real test instrumentation and circuits allows the students to understand the unpredictability of physical circuit behaviour, providing a more authentic and deeper learning experience. A demonstrative example of this approach is introduced and discussed.
Keywords
computer aided instruction; computer games; electronic engineering computing; electronic engineering education; teaching; virtual reality; collaborative team based competitive format; e-learning; electronic & electrical engineering; game-based strategy; interactive simulations; teaching; video games; virtual learning environment; virtual worlds; Conferences; Education; Games; Hardware; IEEE Consumer Electronics Society; Second Life; Technological innovation; Virtual worlds; engineering education; game based learning; hardware integration; virtual learning environments;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovations Conference (ICE-GIC), 2010 International IEEE Consumer Electronics Society's
Conference_Location
Hong Kong
Print_ISBN
978-1-4244-7178-2
Electronic_ISBN
978-1-4244-7179-9
Type
conf
DOI
10.1109/ICEGIC.2010.5716898
Filename
5716898
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