MASS EFFECT: GAME TECHNOLOGY IN EDUCATIONAL CONTEXTS
Journal: International Education and Research Journal (Vol.4, No. 1)Publication Date: 2018-01-15
Authors : Damian Schofield;
Page : 62-67
Keywords : Serious Games; Virtual Reality; E-Learning; H.C.I.; Guidelines;
Abstract
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context.1,2,3 This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
Other Latest Articles
- THE USES OF WECHAT AMONG INTERNATIONAL STUDENTS IN CHINA, CASE NORTHEAST NORMAL UNIVERSITY
- IMPACT OF SUB-DIMENSIONS OF LIFE INDEX OF CITIES ON THE EDUCATION INDEX
- ISSUES AND CHALLENGES OF TRIBAL EDUCATION: A STUDY OF TELANGANA STATE
- POPULATION AWARENESS AMONG HIGHER SECONDARY SCHOOL TEACHERS OF DHEMAJI DISTRICT OF ASSAM: A STUDY
- WOMEN EMPOWERMENT THROUGH WOMEN EMPLOYMENT: A STUDY OF HOUSEHOLD HELPERS IN DELHI REGION
Last modified: 2022-04-25 15:32:09