TY - JOUR
T1 - Educational use of virtual worlds for engineering students
AU - Serdar, Tumkor
AU - Aziz, El Sayed
AU - Esche, Sven K.
AU - Chassapis, Constantin
PY - 2011
Y1 - 2011
N2 - One possible way for increasing student motivation is using computer software and simulations, such as a game-based learning and training platform. There already exist many web-based learning games, which may be based on pre-defined interaction scenarios. In recent years, such interactions have occurred in virtual worlds, where the users of these virtual worlds (avatars) debate, negotiate, simulate the consequences of various scenarios and solve simplified real-world problems. This virtual setting may provide an effective learning experience for students, and it may also capture and hold their attention. Virtual worlds have been tailored for many subject areas, but more work on adopting this approach for engineering education is warranted. For instance, because of the technical restrictions of the programming for such virtual worlds, the implementation of realistic laboratory exercises has turned out to be very challenging. In this paper, the development of a classroom and a laboratory space with a number of engineering experiments in Second Life/OpenSim 6.7 is described. The technical problems encountered during this development can be divided into three main groups: (a) insufficient visual appeal of the object models, (b) problems with the physics engine and (c) limited programming capabilities. The object models are low in graphical quality, giving them poor visual appeal. The physics engine of Second Life does not allow objects to undergo realistic motions. Limitations of Second Life create difficulties in implementing coordinated motions of multiple objects. Some methods for overcoming these technical obstacles in creating virtual laboratory experiments are discussed in this paper.
AB - One possible way for increasing student motivation is using computer software and simulations, such as a game-based learning and training platform. There already exist many web-based learning games, which may be based on pre-defined interaction scenarios. In recent years, such interactions have occurred in virtual worlds, where the users of these virtual worlds (avatars) debate, negotiate, simulate the consequences of various scenarios and solve simplified real-world problems. This virtual setting may provide an effective learning experience for students, and it may also capture and hold their attention. Virtual worlds have been tailored for many subject areas, but more work on adopting this approach for engineering education is warranted. For instance, because of the technical restrictions of the programming for such virtual worlds, the implementation of realistic laboratory exercises has turned out to be very challenging. In this paper, the development of a classroom and a laboratory space with a number of engineering experiments in Second Life/OpenSim 6.7 is described. The technical problems encountered during this development can be divided into three main groups: (a) insufficient visual appeal of the object models, (b) problems with the physics engine and (c) limited programming capabilities. The object models are low in graphical quality, giving them poor visual appeal. The physics engine of Second Life does not allow objects to undergo realistic motions. Limitations of Second Life create difficulties in implementing coordinated motions of multiple objects. Some methods for overcoming these technical obstacles in creating virtual laboratory experiments are discussed in this paper.
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M3 - Article
AN - SCOPUS:85029060535
JO - ASEE Annual Conference and Exposition, Conference Proceedings
JF - ASEE Annual Conference and Exposition, Conference Proceedings
ER -