Adapting computer game technology to support engineering laboratories

El Sayed Aziz, Yizhe Chang, Serdar Tumkor, Sven K. Esche, Constantin Chassapis

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Scopus citations

Abstract

Today's youth has become accustomed to and skilled in computer gaming. The potential use of multi-player computer games as an educational tool has drawn significant attention. Computer games exhibit several features that could provide the students with an effective learning experience. This paper introduces different methodologies for adopting computer game technologies such as the "Source" game engine (used in "Half-Life 2") and "Second Life" to develop gamebased interactive student laboratory environments. A number of predefined scenarios can be scripted which exercise the students' problem solving skills by mimicking typical problems that might occur when carrying out actual hands-on experiments in a traditional student laboratory. The suitability of several gaming platforms for implementing such laboratory environments is discussed. The article concludes with some observations on the most relevant aspects of game platforms that can help to create engaging and effective digital learning environments to support engineering laboratories.

Original languageEnglish
Title of host publicationEngineering Education and Professional Development
Pages75-85
Number of pages11
DOIs
StatePublished - 2010
EventASME 2010 International Mechanical Engineering Congress and Exposition, IMECE 2010 - Vancouver, BC, Canada
Duration: 12 Nov 201018 Nov 2010

Publication series

NameASME International Mechanical Engineering Congress and Exposition, Proceedings (IMECE)
Volume6

Conference

ConferenceASME 2010 International Mechanical Engineering Congress and Exposition, IMECE 2010
Country/TerritoryCanada
CityVancouver, BC
Period12/11/1018/11/10

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