Game based approach to teaching Electronic & Electrical Engineering in Virtual Worlds

MJ Callaghan, Kerri McCusker, J Lopez Losada, Jim Harkin, Shane Wilson, Jean Dugas, Stephane Demots, Fabien Desbois, Alex Fouquet, Florence Sauviat

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

8 Citations (Scopus)
314 Downloads (Pure)


In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. The popularity of video games continues to increase to the extent where they are now a common element of most childhood experiences. Virtual learning environments support teaching and learning in an educational context, offering the functionality to manage the presentation, administration and assessment of coursework. This paper will demonstrate the effective use of immersive virtual worlds for a game based approach to teaching electronic and electrical engineering material using a team based collaborative/competitive format. It will describe the linking and integration of a virtual world with an existing virtual learning environment and show how this approach was extended to include external hardware which can be controlled and accessed remotely. The inclusion of real test instrumentation and circuits allows the students to understand the unpredictability of physical circuit behavior providing a more authentic and deeper learning experience. A demonstrative example of this approach will be introduced and discussed.
Original languageEnglish
Title of host publicationUnknown Host Publication
Number of pages10
Publication statusPublished (in print/issue) - 21 Dec 2010
EventIEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 10) - Hong Kong
Duration: 21 Dec 2010 → …


ConferenceIEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 10)
Period21/12/10 → …

Bibliographical note

Reference text: Virtual worlds, engineering education, virtual learning environments, game based learning, hardware integration


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