The use of a Bespoke Computer Game For Teaching Analogue Electronics
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32799
The use of a Bespoke Computer Game For Teaching Analogue Electronics

Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen

Abstract:

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Keywords: analogue electronics, e-learning, computer games for learning, virtual reality

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1062408

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1471

References:


[1] O. H. Graven and L. M. MacKinnon, "Exploitation of games and virtual environments for e-learning," presented at the ITHET, Sydney, Australia, 2006.
[2] O. H. Graven and L. MacKinnon, "Learning C++ using an MMORPG with embedded learning content," presented at the Global Learn, Penang, Malaysia, 2009.
[3] O. H. Graven, et al., "A Blended Learning Exercise using a Computer Game based on Abstract Learning Materials," presented at the ICL, Villach, Austria, 2009.
[4] L. Henderson, "Video Games: A Significant Cognitive Artifact of Contemporary Youth Culture," presented at the DiGRA, Vancouver, Canada, 2005.
[5] O. H. Graven and L. M. MacKinnon, "A survey of current state of the art support for lifelong learning," presented at the ITHET, Juan Dolio, Dominican Republic, 2005.
[6] D. Freeman, Creating emotion in games: the craft and art of emotioneering. Indianapolis, Ind.: New Riders, 2004.
[7] D. R. Bielenberg and T. Carpenter-Smith, "Efficacy of story in multimedia training," Journal of Network and Computer Applications, vol. 20, 1997.
[8] O. H. Graven and L. M. MacKinnon, "Prototyping a Games-Based Environment for Learning," presented at the eLearn, Las Vegas, US, 2008.
[9] M. Csikszentmihalyi and I. Csikszentmihalyi, Beyond boredom and anxiety. San Francisco ,: Jossey-Bass, 1975.
[10] L. Galarneau, "The eLearning Edge: Leveraging Interactive Technologies in the Design of Engaging, Effective Learning Experiences," presented at the e-Fest, Wellington, New Zealand, 2004.
[11] K. Kiili, "Digital game-based learning: Towards an experiential gaming model.pdf," Internet and Higher Education, vol. 8, pp. 13-24, 2005.
[12] T. Manninen, "Interaction Forms and Communicative Actions in Multiplayer Games " Game studies, vol. 3, 2003.
[13] C. Kolo and T. Baur, "Living a Virtual Life: Social Dynamics of Online Gaming," Game studies, vol. 4, 2004.
[14] O. H. Graven and L. MacKinnon, "Prototyping Games-Based Environments for learning C++ programming," presented at the HCI Educators, Dundee, UK, 200