Serious games for analog telecommunications education

Alex Monclou, Sayra Cristancho, Bill Kapralos, Adam Dubrowski

    Research output: Chapter in Book/Report/Conference proceedingConference and proceedingspeer-review

    Abstract

    Traditional teaching-and-learning environments often do not address the learning needs of today's "millennial" generation of students who prefer team-work, experiential activities, structure and the use of technology. Serious games leverage the power of computer games to captivate and engage players for a specific purpose such as to develop new knowledge or skills while providing a learner-centered approach to learning which have shown to be effective, particularly with today's generation of students. This paper describes an ongoing project that will see the development and evaluation serious game to facilitate learning of the concepts related to Amplitude Modulation (AM) for undergraduate Electronics Engineering curriculums allowing electronic engineering students to focus on and develop an understanding of the fundamental AM process.

    Original languageEnglish
    Title of host publicationFuture Play 2010
    Subtitle of host publicationResearch, Play, Share - International Academic Conference on the Future of Game Design and Technology
    Pages251-252
    Number of pages2
    DOIs
    StatePublished - 2010
    EventInternational Academic Conference on the Future of Game Design and Technology, Future Play 2010 - Vancouver, BC, Canada
    Duration: 6 May 20107 May 2010

    Publication series

    NameFuture Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology

    Conference

    ConferenceInternational Academic Conference on the Future of Game Design and Technology, Future Play 2010
    Country/TerritoryCanada
    CityVancouver, BC
    Period6/05/107/05/10

    Keywords

    • Amplitude modulation
    • Electronics engineering
    • Game-based learning
    • Interactive learning environment
    • Serious games

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