{"title":"开发一款用于电子学习的虚拟模拟游戏","authors":"N. Coppola","doi":"10.1109/IPCC.2003.1245466","DOIUrl":null,"url":null,"abstract":"This case study describes interactive learning in an online environment in which technical communication students use a digital construction kit (OMEGA) to collaboratively design a product, write assembly instructions, and test another teams' work. It presents an example of using readily-available software, Microsoft Visio, in designing instructional projects. The theoretical framework (constructivism, engagement theory, and simulation) for the project is presented, followed by outcomes and lessons learned.","PeriodicalId":439913,"journal":{"name":"IEEE International Professional Communication Conference, 2003. IPCC 2003. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Developing a virtual simulation game for elearning\",\"authors\":\"N. Coppola\",\"doi\":\"10.1109/IPCC.2003.1245466\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This case study describes interactive learning in an online environment in which technical communication students use a digital construction kit (OMEGA) to collaboratively design a product, write assembly instructions, and test another teams' work. It presents an example of using readily-available software, Microsoft Visio, in designing instructional projects. The theoretical framework (constructivism, engagement theory, and simulation) for the project is presented, followed by outcomes and lessons learned.\",\"PeriodicalId\":439913,\"journal\":{\"name\":\"IEEE International Professional Communication Conference, 2003. IPCC 2003. Proceedings.\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2003-11-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE International Professional Communication Conference, 2003. IPCC 2003. Proceedings.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IPCC.2003.1245466\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE International Professional Communication Conference, 2003. IPCC 2003. Proceedings.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IPCC.2003.1245466","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Developing a virtual simulation game for elearning
This case study describes interactive learning in an online environment in which technical communication students use a digital construction kit (OMEGA) to collaboratively design a product, write assembly instructions, and test another teams' work. It presents an example of using readily-available software, Microsoft Visio, in designing instructional projects. The theoretical framework (constructivism, engagement theory, and simulation) for the project is presented, followed by outcomes and lessons learned.