Educational Gaming and Use for Explaining Alternative Energy Technologies
DOI:
https://doi.org/10.31686/ijier.vol2.iss3.154Abstract
Raising awareness of energy issues to high school students using traditional teaching methods can be tedious and unproductive. However, letting a high school student engage in an interactive 3D game can not only stimulate general interest but can also captivate and educate. During 2013, several demonstrations were given in a virtual reality lab at the University of Louisiana that explained solar thermal power concepts and other alternative energy technologies. These were given on three 150 inch screens in a concave design, immersing the user in a 3D educational experience. Several software technologies were used in the creation of the game, the main ones being Solidworks, 3ds Max Design, and Unity 3D. The scene of the game was constructed using a scale model of the Cleco Alternative Energy Center in Crowley, Louisiana. This paper gives a literary review of educational games and explains the design process of the interactive 3D game and the educational experience from demonstrations during 2013.
References
M. Evison, Educating the next generation., vol. 48, no. 4. 2008, p. 196; author reply 196. DOI: https://doi.org/10.1016/j.scijus.2008.10.008
R. A. Berk, “Multimedia Teaching with Video Clips : TV , Movies , YouTube , and mtvU in the College Classroom,” vol. 5, pp. 1–21, 2009.
L. A. Anetta, Serious Educational Games: From Theory to Practice. Rotterdam: Sense Publishers, 2008. DOI: https://doi.org/10.1163/9789087903817
K. L. Mcclarty, P. M. Frey, and R. P. Dolan, “A Literature Review of Gaming in Education Research Report,” Pearson, no. June, 2012.
C. Dede, M. Salzman, R. B. Loftin, and K. Ash, “Using Virtual Reality Technology to Convey Abstract Scientific Concepts,” Learn. Sci. 21st Century, 1997.
ESA Entertainment Software Association, “The Entertainment Software Association - Industry Facts,” 2014. [Online]. Available: http://www.theesa.com/facts/index.asp. [Accessed: 19-Feb-2014].
M. Griffiths, “The educational benefits of videogames,” Educ. Heal., vol. 20, no. 3, 2002.
M. Evans, Videogame Studies: Concepts, Cultures and Communications. Inter-Disciplinary Press, 2011, pp. 131–136.[9] M. Kebritchi and a Hirumi, “Examining the pedagogical foundations of modern educational computer games,” Comput. Educ., vol. 51, no. 4, pp. 1729–1743, Dec. 2008. DOI: https://doi.org/10.1016/j.compedu.2008.05.004
A. Amory, “Game object model version II: a theoretical framework for educational game development,” Educ. Technol. Res. Dev., vol. 55, no. 1, pp. 51–77, Sep. 2006. DOI: https://doi.org/10.1007/s11423-006-9001-x
J. P. Gee, “What video games have to teach us about learning and literacy,” Comput. Entertain., vol. 1, no. 1, p. 20, Oct. 2003. DOI: https://doi.org/10.1145/950566.950595
G.-J. Hwang, H.-Y. Sung, C.-M. Hung, I. Huang, and C.-C. Tsai, “Development of a personalized educational computer game based on students’ learning styles,” Educ. Technol. Res. Dev., vol. 60, no. 4, pp. 623–638, Mar. 2012. DOI: https://doi.org/10.1007/s11423-012-9241-x
M. J. Dondlinger, “Educational Video Game Design : A Review of the Literature,” J. Appl. Educ. Technol., vol. 4, no. 1, pp. 21–31, 2007.
M. M. Cruz-cunha, V. Hugo, C. Carvalho, P. Cristina, A. Tavares, K. Klinger, M. Brehm, K. Glazewski, N. Pronio, J. Romanchak, M. V. Jr, and J. Snavely, Computer Games as Educational and Management Tools : Uses and Approaches. Hershey: Information Science Reference, 2011. DOI: https://doi.org/10.4018/978-1-60960-569-8
Y. B. Kafai, “Playing and Making Games,” Games Cult., vol. 1, no. 1, pp. 36–40, 2006. DOI: https://doi.org/10.1177/1555412005281767
Y. Ma, D. Williams, L. Prejean, and C. Richard, “A research agenda for developing and implementing educational computer games,” Br. J. Educ. Technol., vol. 38, no. 3, pp. 513–518, May 2007. DOI: https://doi.org/10.1111/j.1467-8535.2007.00714.x
ecoTECH, “ecoTECH Energy Group - Torrefaction Technology,” ecoTECH Energy Group, Inc., 2010. [Online]. Available: http://www.ecotechenergygroup.com/index.php/alternative-energy. [Accessed: 16-Feb-2014].
Downloads
Published
Issue
Section
License
Copyright (c) 2014 Kenneth A. Ritter, Terrence L. Chambers
![Creative Commons License](http://i.creativecommons.org/l/by-nd/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.
Copyrights for articles published in IJIER journals are retained by the authors, with first publication rights granted to the journal. The journal/publisher is not responsible for subsequent uses of the work. It is the author's responsibility to bring an infringement action if so desired by the author for more visit Copyright & License.
How to Cite
Most read articles by the same author(s)
- Kenneth A. Ritter, Christoph W. Borst, Terrence L. Chambers, Overview and Assessment of Unity Toolkits for Rapid Development of an Educational VR Application , International Journal for Innovation Education and Research: Vol. 3 No. 7 (2015): International Journal for Innovation Education and Research
- Heather Stone, Manyu Li, Kenneth A. Ritter III, Terrence L. Chambers, Virtual Reality , International Journal for Innovation Education and Research: Vol. 8 No. 8 (2020): International Journal for Innovation Education and Research