Serious games for analog telecommunications education

Alex Monclou, Sayra Cristancho, Bill Kapralos, Adam Dubrowski

    Producción científica: Capítulo del libro/informe/acta de congresoPonencia publicada en las memorias del evento con ISBNrevisión exhaustiva

    Resumen

    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.

    Idioma originalInglés
    Título de la publicación alojadaFuture Play 2010
    Subtítulo de la publicación alojadaResearch, Play, Share - International Academic Conference on the Future of Game Design and Technology
    Páginas251-252
    Número de páginas2
    DOI
    EstadoPublicada - 2010
    EventoInternational Academic Conference on the Future of Game Design and Technology, Future Play 2010 - Vancouver, BC, Canadá
    Duración: 6 may. 20107 may. 2010

    Serie de la publicación

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

    Conferencia

    ConferenciaInternational Academic Conference on the Future of Game Design and Technology, Future Play 2010
    País/TerritorioCanadá
    CiudadVancouver, BC
    Período6/05/107/05/10

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