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Seth Holmes

Abstract
M. J. Callaghan, K. McCusker, J. L. Losada, J. Harkin and S. Wilson (2013), "Using Game
Based Learning in Virtual Worlds to Teach Electronic and Electrical Engineering," in
IEEE Transactions on Industrial Informatics, vol. 9, no. 1, pp. 575-584, Feb. 2013.doi:
10.1109/TII.2012.2221133
Virtual programs and video games are becoming more beneficial and useful in the education
process. Virtual worlds are used frequently in regular classes, but are extremely helpful in online
electrical engineering classes. Virtual worlds are the only realistic technique for online classes to
create the interactive(hands-on) environment that is needed for students to learn properly. These
virtual worlds give instructors the ability to create group activities where students can collaborate
and work on assignments through the internet. Using a three-dimensional program generates
more opportunities for students to interact and better understand the material versus using a twodimensional program. Game based learning is going to be introduced and used more over the
next three to five years. Students find the material more interesting and easier to understand
when learning through an educational game. A project, Circuit Warz, was conducted to test if an
interactive and team based game would better engage participants and prove the predicted
educational benefits. This project taught the effects resistors and compactors have on a circuit
output when used in different combinations. The game was team based, the objective was to
achieve the target voltage and wave length by substituting different capacitors and resistors. A
competitive environment was created by making the assignment timed. The competitive
environment made the participants more interested in the material and ultimately made them
better understand it. The overall feedback from Circuit Warz showed that it strengthened the
students understanding of the material. Virtual worlds with a video game aspect give students an
opportunity to apply and test new information to make sure they thoroughly understand. This
method of teaching is beneficial to the electrical engineering field, however, the use of virtual
worlds needs to be watched strictly to ensure it does not distract students from learning the
important information. The three-dimensional based learning setting has surpassed the twodimensional setting and proves it its more beneficial to the students in the learning process. This
new learning tool will help with teaching electrical engineering courses. Virtual programs will
provide more efficient ways for teachers to demonstrate and let students practice real life
scenarios.

Keywords: Engineering, Electrical, Virtual Worlds, Video game, 3-D, Teaching, Circuit Warz,
IEEE

Seth Holmes

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