TY - GEN
T1 - Sustaincity a interactive virtual reality game promoting engineering design in pre-engineering curriculum
AU - Tang, Ying
AU - Shetty, Sachin
AU - Jahan, Kauser
AU - Hargrove, S. Keith
AU - Henry, John P.
PY - 2012
Y1 - 2012
N2 - This paper presents a working-in-progress project that designs a virtual reality (VR) game system to infuse cyberinfrastructure (CI) learning experiences into the pre-engineering classrooms and to promote science and engineering design in context. Using city infrastructure as the theme and engineers solving real-life problems as the scenes, the games of future sustainable city design engage students, particularly prospective and beginning science and engineering students, in CI-enhanced and -enabled science and engineering discovery. More importantly, the games incorporate the access to visualization, simulation and collaboration tools that cater a great interactive and collaborating learning environment for students to digitally explore science and engineering concepts via virtual analysis, design, and production. This paper focuses on the metacognitive and CI tools being conducted by students in various VR game modules, their contributions to student learning, and how the games and tools together fit seamlessly within the pre-engineering curriculum, particularly the Project-Lead-The-Way programming.
AB - This paper presents a working-in-progress project that designs a virtual reality (VR) game system to infuse cyberinfrastructure (CI) learning experiences into the pre-engineering classrooms and to promote science and engineering design in context. Using city infrastructure as the theme and engineers solving real-life problems as the scenes, the games of future sustainable city design engage students, particularly prospective and beginning science and engineering students, in CI-enhanced and -enabled science and engineering discovery. More importantly, the games incorporate the access to visualization, simulation and collaboration tools that cater a great interactive and collaborating learning environment for students to digitally explore science and engineering concepts via virtual analysis, design, and production. This paper focuses on the metacognitive and CI tools being conducted by students in various VR game modules, their contributions to student learning, and how the games and tools together fit seamlessly within the pre-engineering curriculum, particularly the Project-Lead-The-Way programming.
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M3 - Conference contribution
AN - SCOPUS:85029091150
SN - 9780878232413
T3 - ASEE Annual Conference and Exposition, Conference Proceedings
BT - 119th ASEE Annual Conference and Exposition
PB - American Society for Engineering Education
T2 - 119th ASEE Annual Conference and Exposition
Y2 - 10 June 2012 through 13 June 2012
ER -