TY - JOUR
T1 - A review of applications of computer games in education and training
AU - Arango, Felipe
AU - Aziz, El Sayed
AU - Esche, Sven K.
AU - Chassapis, Constantin
PY - 2008
Y1 - 2008
N2 - Scientists, engineers and educators are increasingly using environments enabled by advanced eyberinfrastructure tools for their research, formal and informal education and training, career development and life-long learning. For instance, academic institutions as well as private training and education companies have recently started to explore the potential of commercially available multi-player computer game engines for the development of virtual environments for instructional purposes. Most of these developments are still in their early stages and are focused mainly on investigating the suitability of interactive games for remote user interaction, content distribution and collaborative activities. Some of the ongoing projects have additional research objectives, such as the analysis of patterns of human behavior and the study of the collaboration between users and their interaction with virtual environments. A few other developments are aimed at utilizing computer game technologies as a platform for personnel training and educational laboratory simulations. This paper provides a review of the current state of computer game applications, with a special focus on education and training implementations.
AB - Scientists, engineers and educators are increasingly using environments enabled by advanced eyberinfrastructure tools for their research, formal and informal education and training, career development and life-long learning. For instance, academic institutions as well as private training and education companies have recently started to explore the potential of commercially available multi-player computer game engines for the development of virtual environments for instructional purposes. Most of these developments are still in their early stages and are focused mainly on investigating the suitability of interactive games for remote user interaction, content distribution and collaborative activities. Some of the ongoing projects have additional research objectives, such as the analysis of patterns of human behavior and the study of the collaboration between users and their interaction with virtual environments. A few other developments are aimed at utilizing computer game technologies as a platform for personnel training and educational laboratory simulations. This paper provides a review of the current state of computer game applications, with a special focus on education and training implementations.
KW - Online laboratory
KW - Remote experiment
KW - Scheduling
KW - Sharing
KW - Virtual experiment
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U2 - 10.1109/FIE.2008.4720514
DO - 10.1109/FIE.2008.4720514
M3 - Conference article
AN - SCOPUS:60549090399
SN - 1539-4565
SP - T4A1-T4A6
JO - Proceedings - Frontiers in Education Conference
JF - Proceedings - Frontiers in Education Conference
M1 - 4720514
T2 - 38th ASEE/IEEE Frontiers in Education Conference, FIE 2008
Y2 - 22 October 2008 through 25 October 2008
ER -