Game Based Learning for Teaching Electrical and Electronic Engineering

MJ Callaghan, Mark Cullen

Research output: Chapter in Book/Report/Conference proceedingChapter

4 Citations (Scopus)

Abstract

In recent years there has been significant growth in the use of videogames technologies and game mechanics for teaching and learning. Theseenvironments and techniques offer the ability to create complex, highlyinteractive simulations with solid theoretical underpinnings to present teachingmaterial in new and highly interactive ways. This paper discusses andpractically demonstrates how video games mechanics can be used to createhighly immersive and engaging user experiences to teach engineering relatedmaterial. The Circuit Warz project is introduced and demonstrates how a gamebasedapproach, using a competitive format, can be used to create immersive,highly engaging student but pedagogically sound learning experiences.
LanguageEnglish
Title of host publicationAdvances in Computer Science and its Applications
Place of PublicationNew York
Pages655-661
Volume279
DOIs
Publication statusPublished - 6 Jan 2014

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Electronics engineering
Electrical engineering
Mechanics
Teaching
Acoustic waves
Students
Networks (circuits)

Cite this

Callaghan, MJ., & Cullen, M. (2014). Game Based Learning for Teaching Electrical and Electronic Engineering. In Advances in Computer Science and its Applications (Vol. 279, pp. 655-661). New York. https://doi.org/10.1007/978-3-642-41674-3
Callaghan, MJ ; Cullen, Mark. / Game Based Learning for Teaching Electrical and Electronic Engineering. Advances in Computer Science and its Applications. Vol. 279 New York, 2014. pp. 655-661
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note = "Reference text: 1. Kirriemuir, J.: An update of the July 2007 ‘snapshot’ of UK higher and further education developments in Second Life Eduserv Foundation, Bath (2007) 2. Chang, Y., Aziz, E.-S., Esche, S.K., Chassapis, C.: Game-based laboratory for gear design. Computers in Education Journal 22(1) (2012) 3. Aziz, E.-S., Esche, S.K., Chassapis, C.: Review of the state of the art in virtual learning environments based on multi-player computer games. Computers in Education Journal 20(1), 22–35 (2010) 4. Kemp, J., Livingstone, D.: Putting a Second Life ‘Metaverse’ skin on learning management systems. Second Life Education Workshop at SLCC San Francisco (2006) 5. Callaghan, M.J., McCusker, K., Losada, J.L., Harkin, J., Wilson, S.: Using Game-Based Learning in Virtual Worlds to Teach Electronic and Electrical Engineering. IEEE Trans. on Industrial Informatics 9(1), 575–584 (2013) 6. Callaghan, M.J., McCusker, K., Losada, J., Harkin, J.G., Wilson, S.: Engineering Education Island: Teaching Engineering in Virtual Worlds. ITALICS (Innovation in Teaching and Learning in Information and Computer Sciences) 8(3) (November 2009)",
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Callaghan, MJ & Cullen, M 2014, Game Based Learning for Teaching Electrical and Electronic Engineering. in Advances in Computer Science and its Applications. vol. 279, New York, pp. 655-661. https://doi.org/10.1007/978-3-642-41674-3

Game Based Learning for Teaching Electrical and Electronic Engineering. / Callaghan, MJ; Cullen, Mark.

Advances in Computer Science and its Applications. Vol. 279 New York, 2014. p. 655-661.

Research output: Chapter in Book/Report/Conference proceedingChapter

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Callaghan MJ, Cullen M. Game Based Learning for Teaching Electrical and Electronic Engineering. In Advances in Computer Science and its Applications. Vol. 279. New York. 2014. p. 655-661 https://doi.org/10.1007/978-3-642-41674-3