“Game play in vocational training and engineering education”

Authors: Bjarne A. Foss, Ole K. Solbjørg, Tor I. Eikaas and Frank Jakobsen,
Affiliation: NTNU, Department of Engineering Cybernetics, NTNU and Cyberlab Org AS
Reference: 2007, Vol 28, No 2, pp. 31-37.

Keywords: Dynamic simulation, games, technical education, elearning

Abstract: Educational games may create a new and improved learning culture by drawing advantage of the new knowledge and skills of today's students obtained from extensive use of interactive game software. This paper presents a design basis and online learning resources taking advantage of game-related features like a high degree of interactivity, attractive graphics, a dynamical virtual universe, and an incentive system to promote prolonged and more advanced use. The educational resources, denoted PIDstop, are targeted towards the engineering domain. Feedback from over 2000 users clearly indicates that PIDstop has a positive learning effect. Training packages for vocational training of Automation Technicians is emphasized in this paper. Such learning resources must have a limited mathematical complexity; hence, the representation should be rather descriptive. Evaluation of learning resources to assess the actual learning effect is important, and a two-step procedure based on formative and summative evaluation is proposed for this purpose.

PDF PDF (1287 Kb)        DOI: 10.4173/mic.2007.2.1

DOI forward links to this article:
[1] R. Dormido, H. Vargas, N. Duro, J. S nchez, S. Dormido-Canto, G. Farias, F. Esquembre and S. Dormido (2008), doi:10.1109/TE.2007.893356
References:
[1] Amory, A. Seagram, R. (2003). Educational game models: Conceptualization and evaluation, South African Journal of Higher Education, 17:206-217.
[2] CAETS. (2003). Future engineering challenges, URL http://www.caets.org/nae/naecaets.nsf/weblinks/NAEW-5CAJK5?OpenDocument.
[3] Eikaas, T. I., Foss, B. A., Solbjørg, O. K., Bjølseth, T. (2006). Game-based dynamic simulations supporting technical education and training, International Journal of Online Engineering, .2.
[4] Foss, B. A. Eikaas, T. I. (2006). Game play in engineering education - concept and experimental results, International Journal of Engineering Education, 2.5.
[5] Haugom, R., Solbjørg, O. K., Pettersen, K. Y., Eikaas, T. I. (2006). Simulation game in nonlinear control theory education, In Advances in Control Education. Madrid, Spain.
[6] Kiili, K. (2005). Content creation challenges and flow experience in educational games: The it-emperor case, The Internet and Higher education,.8:183-198 doi:10.1016/j.iheduc.2005.06.001
[7] Kiili, K. (2005). Digital game-based learning: Towards an experimental gaming model, The Internet and Higher education..8:13-24 doi:10.1016/j.iheduc.2004.12.001
[8] Orsak, G. C. (2003). Guest editorial k-12: Engineering's new frontier, IEEE Trans. Education. 46:209-210 doi:10.1109/TE.2003.812593
[9] Prensky, M. (2001). Digital game-based learning, McGraw-Hill.
[10] Prensky, M. (2001). On the horizon, NCB University Press.


BibTeX:
@article{MIC-2007-2-1,
  title={{Game play in vocational training and engineering education}},
  author={Foss, Bjarne A. and Solbjørg, Ole K. and Eikaas, Tor I. and Jakobsen, Frank},
  journal={Modeling, Identification and Control},
  volume={28},
  number={2},
  pages={31--37},
  year={2007},
  doi={10.4173/mic.2007.2.1},
  publisher={Norwegian Society of Automatic Control}
};