Game-based strategy to teaching electronic & electrical engineering in virtual worlds

M. Callaghan, K. McCusker, J. Losada, J. Harkin, Shane Wilson, J. Dugas, Stephane Demots, Fabien Desbois, Alex Fouquet, Florence Sauviat
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引用次数: 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.
基于游戏的虚拟世界电子电气工程教学策略
近年来,在电子学习中使用虚拟世界有了显著的增长。这些沉浸式环境提供了创建复杂的、高度交互的模拟的能力。电子游戏已经作为一种日益流行的娱乐形式进入了主流。虚拟学习环境支持教育背景下的教学,提供管理课程活动的演示、管理和评估的功能。本文将演示如何将沉浸式虚拟世界用于基于游戏的策略,使用基于协作团队的竞争格式来教授电子和电气工程。它将描述虚拟世界与现有虚拟学习环境的连接和集成,并展示如何将这种方法扩展到包括外部硬件。真实的测试仪器和电路允许学生了解物理电路行为的不可预测性,提供更真实和更深入的学习体验。介绍并讨论了该方法的一个示范实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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