Empowering students with engineering literacy and problem-solving through interactive virtual reality games

Ying Tang, Sachin Shetty, Xiufang Chen

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

7 Scopus citations

Abstract

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.

Original languageEnglish (US)
Title of host publication2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010
DOIs
StatePublished - Dec 1 2010
Event2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010 - Hong Kong, China
Duration: Dec 21 2010Dec 23 2010

Publication series

Name2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010

Other

Other2nd International IEEE Consumer Electronic Society Games Innovation Conference, ICE-GIC 2010
CountryChina
CityHong Kong
Period12/21/1012/23/10

All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design
  • Software

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