Abstract
In the education of mechanical engineers alternative learning methods like serious games, simulations etc. have been used in past decades to better the learning outcomes. However, as digital technologies advance, so too does the quality of commercial game-based learning. This brings the expectation that while serious games are still considered as an experimental pedagogic vehicle, the learning experience among students and their experience of using serious games become heightened. This is a challenge for several educational games that though fully able to progress a learning goal, is deemed detached due to its dated user interface and inability to host the latest ICTs. This creates an unappealing aspect to the student and can also affect their motivation. This paper reports on the early efforts to analyze serious games from the perspective of learning and gaming mechanics and the virtual environment and systems that can be made pervasive. The intention is to re-furbish dated serious games that are highly relevant to educating mechanical engineers. The proposed concepts lie in the adoption of new pervasive technologies enabled by cyber-physical systems (CPS) and Internet of things (IoT) to modernize dated engineering serious games.
Original language | English |
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Title of host publication | Proceedings of the ASME 2016 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference |
Publisher | American Society of Mechanical Engineers |
Pages | 1-8 |
Number of pages | 8 |
Publication status | Published - 22 Aug 2016 |
Event | 36th ASME Computers and Information in Engineering Conference 2016 - North Carolina, Charlotte, United States Duration: 21 Aug 2016 → 24 Aug 2016 Conference number: 36th https://www.asme.org/events/idetccie |
Conference
Conference | 36th ASME Computers and Information in Engineering Conference 2016 |
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Abbreviated title | CIE 2016 |
Country/Territory | United States |
City | Charlotte |
Period | 21/08/16 → 24/08/16 |
Internet address |
Keywords
- Education
- Game-based learning
- Mechanical engineering
- Serious games
- Internet of Things (IoT)
- Supply chain management