Abstract
Language | English |
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Title of host publication | Advances in Computer Science and its Applications |
Place of Publication | New York |
Pages | 655-661 |
Volume | 279 |
DOIs | |
Publication status | Published - 6 Jan 2014 |
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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 proceeding › Chapter
TY - CHAP
T1 - Game Based Learning for Teaching Electrical and Electronic Engineering
AU - Callaghan, MJ
AU - Cullen, Mark
N1 - 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)
PY - 2014/1/6
Y1 - 2014/1/6
N2 - 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.
AB - 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.
U2 - 10.1007/978-3-642-41674-3
DO - 10.1007/978-3-642-41674-3
M3 - Chapter
SN - 978-3-642-41673-6
VL - 279
SP - 655
EP - 661
BT - Advances in Computer Science and its Applications
CY - New York
ER -