TY - GEN
T1 - Empowering students with engineering literacy and problem-solving through interactive virtual reality games
AU - Tang, Ying
AU - Shetty, Sachin
AU - Chen, Xiufang
PY - 2010
Y1 - 2010
N2 - As radical and transformative technological revolution significantly changes the way of science and engineering practice, bringing these changes into engineering classroom becomes a need. This paper presents such a conduct that designs a virtual reality (VR) theme-based game system as a replacement of traditional laboratory activities in two fundamental electrical and computer engineering courses: digital design and circuit analysis. The goal is to strengthen students' engineering literacy and problem-solving skills since the lack of effective reading and problem-solving strategies in our students poses significant barriers to their learning. With digital design and circuit analysis as the themes and engineers solving real-life problems as the scenes, the games immerse students in actual engineering design challenges where a selection of metacognitive reading and problem-solving strategies are unfolded.
AB - As radical and transformative technological revolution significantly changes the way of science and engineering practice, bringing these changes into engineering classroom becomes a need. This paper presents such a conduct that designs a virtual reality (VR) theme-based game system as a replacement of traditional laboratory activities in two fundamental electrical and computer engineering courses: digital design and circuit analysis. The goal is to strengthen students' engineering literacy and problem-solving skills since the lack of effective reading and problem-solving strategies in our students poses significant barriers to their learning. With digital design and circuit analysis as the themes and engineers solving real-life problems as the scenes, the games immerse students in actual engineering design challenges where a selection of metacognitive reading and problem-solving strategies are unfolded.
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U2 - 10.1109/ICEGIC.2010.5716890
DO - 10.1109/ICEGIC.2010.5716890
M3 - Conference contribution
AN - SCOPUS:79952854454
SN - 9781424471805
T3 - 2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010
BT - 2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010
T2 - 2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010
Y2 - 21 December 2010 through 23 December 2010
ER -