PropertyValue
?:abstract
  • People have become addicted to their electronic devices spending more time playing video games This addiction could be due to the attractive and rapid development in technology of devices Additionally, home quarantine precaution imposed by the COVID 19 pandemic increased one\'s connection to electronic devices These reasons and much more affected the educational methodology landscape On the other hand, old teaching techniques especially in the engineering education nowadays are not fulfilling the market needs [1], [2] Engineers are required to be up to date as market requirements changes [3] More practical teaching methods are expected to prepare fresh graduate engineers to the market [1] These practical skills should be developed in safe environments with an economic, and more engaging ways to engineering students With the help of Virtual Reality (VR) technologies, this goal could be achieved [4] This research aims to develop a VR game that meets these needs This work focuses on understanding the system requirements of the VR game for engineering education using engineering ethics as a case study Requirements investigation, understanding, and documentation are done using Unified Modeling Language (UML) tools As a result, the system\'s requirements are identified with seven logical models and an initial physical model Consequently, three entities are identified for this VR game: learners, instructor and advisor Entities relationships also have been demarcated Future work includes the models\' validation, game prototyping, and implementation using learners and educators\' feedbacks on the proposed VR game © 2020 IEEE
is ?:annotates of
?:creator
?:journal
  • Ind._Syst._Eng._Conf.,_ISEC
?:license
  • unk
?:publication_isRelatedTo_Disease
?:source
  • WHO
?:title
  • Engineering Education Gaming: Case Study of Engineering Ethics Game Modeling
?:type
?:who_covidence_id
  • #972076
?:year
  • 2020

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