Using the Learning Mechanics – Game Mechanics (LM­GM) framework for the design of serious games for teaching photovoltaic systems

Ramon Venson, Roderval Marcelino, MJ Callaghan

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The current generation of young adults have embraced mobile and tablet technologies and are comfortable with the use of new technologies and gaming platforms. In an educational context introducing new information, communication and gaming technologies for effective teaching in the classroom is a challenge, particularly in engineering subjects. The objective of this project is to explore the effective use of serious games for teaching the operation and maintenance of photovoltaic systems, an increasing important subject in the area of energy engineering which is undergoing high levels of growth driven by the need for newly qualified professionals. The approach taken here uses the Learning Mechanics – Game Mechanics (LMGM) framework to analyse and design a photovoltaic game to create an engaging learning experience that will appeal to our target demographic.
LanguageEnglish
Title of host publicationUnknown Host Publication
Number of pages2
Publication statusPublished - 2 Nov 2017
EventWTD, Workshop de Teses e Dissertações, 19th Symposium on Virtual and Augmented Reality - Curitiba, PR, Brazil
Duration: 2 Nov 2017 → …

Workshop

WorkshopWTD, Workshop de Teses e Dissertações, 19th Symposium on Virtual and Augmented Reality
Period2/11/17 → …

Fingerprint

Mechanics
Teaching
Communication
Serious games

Keywords

  • Serious games
  • photovoltaic systems
  • 3D Virtual worlds
  • Education.

Cite this

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title = "Using the Learning Mechanics – Game Mechanics (LM­GM) framework for the design of serious games for teaching photovoltaic systems",
abstract = "The current generation of young adults have embraced mobile and tablet technologies and are comfortable with the use of new technologies and gaming platforms. In an educational context introducing new information, communication and gaming technologies for effective teaching in the classroom is a challenge, particularly in engineering subjects. The objective of this project is to explore the effective use of serious games for teaching the operation and maintenance of photovoltaic systems, an increasing important subject in the area of energy engineering which is undergoing high levels of growth driven by the need for newly qualified professionals. The approach taken here uses the Learning Mechanics – Game Mechanics (LMGM) framework to analyse and design a photovoltaic game to create an engaging learning experience that will appeal to our target demographic.",
keywords = "Serious games, photovoltaic systems, 3D Virtual worlds, Education.",
author = "Ramon Venson and Roderval Marcelino and MJ Callaghan",
note = "Reference text: [1] M. Sanmugam, N. M. Zaid, Z. Abdullah, B. Aris, H. Mohamed, e H. van der Minden, “The impacts of infusing game elements and gamification in learning”, in 2016 IEEE 8th International Conference on Engineering Education (ICEED), 2016, p. 131–136. [2] M. Mistry e M. AlAnan, “The Impact of Game Shows on Students’ Academic Performance”, 2015 Fifth International Conference on eLearning (eon), 2015, p. 290–295. [3] M. Zapušek, Š. Ceram, e J. Rugelj, “Serious computer games as instructional technology”, in 2011 Proceedings of the 34th International Convention MIPRO, 2011, p. 1056–1058. [4] F. Lamantin, M. Eid, e A. El Zadik, “Overview of Serious Games”, Int. J. Comp. Games Tech., vol. 2014, p. 1–15, 2014. [5] M. Milosz e E. Milosz, “Developing and implementation of decision making games for business education of engineering students”, in 2017 IEEE Global Engineering Education Conference (EDUCON), 2017, p. 10–16. [6] R. Morsi e S. Mull, “Digital Lockdown: A 3D adventure game for engineering education”, in 2015 IEEE Frontiers in Education Conference (FIE), 2015, p. 1–4. [7] R. Raman, A. Lal, e K. Achuthan, “Serious games based approach to cyber security concept learning: Indian context”, Int. Conference on Green Computing Communication and Electrical Engineering (ICGCCEE), 2014, p. 1–5. [8] J. Elliman, M. Loizou, e F. Loizides, “Virtual Reality Simulation Training for Student Nurse Education”, in 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VSGAMES), 2016, p. 1–2. [9] M. Callaghan, M. SavinBaden, N. McShane, e A. G. Egu{\'i}luz, “Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education”, IEEE Trans. Emerg. Top. Comput., vol. 5, no 1, p. 77–83, jan. 2017. [10] G. Masson et al., “A Snapshot of Global PV Markets the Latest Survey Results on PV Markets and policies from the IEA PVPS Programme 2016”, WIP, 2016. [11] R. Marcelino, J. B. Silva, V. Gruber, e M. S. Bilessimo, “3D virtual worlds using open source platform and integrated remote experimentation”, in 2012 9th International Conference on Remote Engineering and Virtual Instrumentation (REV), 2012, p. 1–2. [12] R. Marcelino et al., “Studying in 3D Environments”, Int. J. Online Eng. IJOE, vol. 10, no 3, p. 11–17, abr. 2014. [13] S. Arnab et al., “Mapping learning and game mechanics for serious games analysis, Br. J. Educ. Technol., vol. 46, no 2, p. 391–411, mar. 2015. [14] Dickey, M. D. (2005). Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 6783. [15] S. Tang e M. Hanneghan, “Game Content Model: An Ontology for Documenting Serious Game Design”, in 2011 Developments in Esystems Engineering, 2011, p. 431–436.",
year = "2017",
month = "11",
day = "2",
language = "English",
booktitle = "Unknown Host Publication",

}

Venson, R, Marcelino, R & Callaghan, MJ 2017, Using the Learning Mechanics – Game Mechanics (LM­GM) framework for the design of serious games for teaching photovoltaic systems. in Unknown Host Publication. WTD, Workshop de Teses e Dissertações, 19th Symposium on Virtual and Augmented Reality, 2/11/17.

Using the Learning Mechanics – Game Mechanics (LM­GM) framework for the design of serious games for teaching photovoltaic systems. / Venson, Ramon; Marcelino, Roderval; Callaghan, MJ.

Unknown Host Publication. 2017.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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N1 - Reference text: [1] M. Sanmugam, N. M. Zaid, Z. Abdullah, B. Aris, H. Mohamed, e H. van der Minden, “The impacts of infusing game elements and gamification in learning”, in 2016 IEEE 8th International Conference on Engineering Education (ICEED), 2016, p. 131–136. [2] M. Mistry e M. AlAnan, “The Impact of Game Shows on Students’ Academic Performance”, 2015 Fifth International Conference on eLearning (eon), 2015, p. 290–295. [3] M. Zapušek, Š. Ceram, e J. Rugelj, “Serious computer games as instructional technology”, in 2011 Proceedings of the 34th International Convention MIPRO, 2011, p. 1056–1058. [4] F. Lamantin, M. Eid, e A. El Zadik, “Overview of Serious Games”, Int. J. Comp. Games Tech., vol. 2014, p. 1–15, 2014. [5] M. Milosz e E. Milosz, “Developing and implementation of decision making games for business education of engineering students”, in 2017 IEEE Global Engineering Education Conference (EDUCON), 2017, p. 10–16. [6] R. Morsi e S. Mull, “Digital Lockdown: A 3D adventure game for engineering education”, in 2015 IEEE Frontiers in Education Conference (FIE), 2015, p. 1–4. [7] R. Raman, A. Lal, e K. Achuthan, “Serious games based approach to cyber security concept learning: Indian context”, Int. Conference on Green Computing Communication and Electrical Engineering (ICGCCEE), 2014, p. 1–5. [8] J. Elliman, M. Loizou, e F. Loizides, “Virtual Reality Simulation Training for Student Nurse Education”, in 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VSGAMES), 2016, p. 1–2. [9] M. Callaghan, M. SavinBaden, N. McShane, e A. G. Eguíluz, “Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education”, IEEE Trans. Emerg. Top. Comput., vol. 5, no 1, p. 77–83, jan. 2017. [10] G. Masson et al., “A Snapshot of Global PV Markets the Latest Survey Results on PV Markets and policies from the IEA PVPS Programme 2016”, WIP, 2016. [11] R. Marcelino, J. B. Silva, V. Gruber, e M. S. Bilessimo, “3D virtual worlds using open source platform and integrated remote experimentation”, in 2012 9th International Conference on Remote Engineering and Virtual Instrumentation (REV), 2012, p. 1–2. [12] R. Marcelino et al., “Studying in 3D Environments”, Int. J. Online Eng. IJOE, vol. 10, no 3, p. 11–17, abr. 2014. [13] S. Arnab et al., “Mapping learning and game mechanics for serious games analysis, Br. J. Educ. Technol., vol. 46, no 2, p. 391–411, mar. 2015. [14] Dickey, M. D. (2005). Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 6783. [15] S. Tang e M. Hanneghan, “Game Content Model: An Ontology for Documenting Serious Game Design”, in 2011 Developments in Esystems Engineering, 2011, p. 431–436.

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AB - The current generation of young adults have embraced mobile and tablet technologies and are comfortable with the use of new technologies and gaming platforms. In an educational context introducing new information, communication and gaming technologies for effective teaching in the classroom is a challenge, particularly in engineering subjects. The objective of this project is to explore the effective use of serious games for teaching the operation and maintenance of photovoltaic systems, an increasing important subject in the area of energy engineering which is undergoing high levels of growth driven by the need for newly qualified professionals. The approach taken here uses the Learning Mechanics – Game Mechanics (LMGM) framework to analyse and design a photovoltaic game to create an engaging learning experience that will appeal to our target demographic.

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