TY - GEN
T1 - Adapting computer game technology to support engineering laboratories
AU - Aziz, El Sayed
AU - Chang, Yizhe
AU - Tumkor, Serdar
AU - Esche, Sven K.
AU - Chassapis, Constantin
PY - 2010
Y1 - 2010
N2 - 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.
AB - 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.
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U2 - 10.1115/IMECE2010-39591
DO - 10.1115/IMECE2010-39591
M3 - Conference contribution
AN - SCOPUS:84881419549
SN - 9780791844434
T3 - ASME International Mechanical Engineering Congress and Exposition, Proceedings (IMECE)
SP - 75
EP - 85
BT - Engineering Education and Professional Development
T2 - ASME 2010 International Mechanical Engineering Congress and Exposition, IMECE 2010
Y2 - 12 November 2010 through 18 November 2010
ER -