Collaborative, Multi Disciplinary Learning Through Dynamic, Video Game Knowledge Modules: System Engineering Application
Author(s) -
William W. Arrasmith,
Jihan Dinally
Publication year - 2020
Publication title -
papers on engineering education repository (american society for engineering education)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.18260/1-2--3070
Subject(s) - entertainment , video game , game art design , computer science , multimedia , game developer , discipline , game design , point (geometry) , component (thermodynamics) , video game design , video game development , game mechanics , visual arts , art , sociology , social science , physics , geometry , mathematics , thermodynamics
By implementing student teams and incorporating a systems engineering approach, we have developed a unique video game-based product that combines the entertaining aspects of a popular video game set in a magical world, with dynamic, adaptable, multi-disciplinary instructional material. The video game knowledge module (VGKM) system integrates the fun NeverWinter Nights TM role-playing video game environment with educational knowledge modules, an entertaining story line, and out-of-game activities to build and demonstrate a compelling, interactive, collaborative, multi-disciplinary learning tool. Different knowledge modules can be built by interested faculty, educators, or entrepreneurial development teams, emphasizing different subject matter and integrated to produce a tailored course of study, correct academic deficiencies, or assist with training and certification, qualification, or assessment programs. Knowledge modules can span disciplines, departments, and even colleges and universities. A built-in assessment and rewards and punishment capability is included in the VGKM. The knowledge modules have a variety of dynamic features such as multiple or single user capable, directed in-game interaction by an educator, remote site multi-user interaction over the internet, localized WLAN/LAN networks, and asynchronous learning. A significant aspect of VGKM is character persistence. This allows the student to transfer a character from module to module, and game to game while maintaining the characters attributes, “possessions”, experience, accumulated items, abilities, and ingame treasures. Finally, incorporating out-of-game experiences and seamlessly integrating them into the in-game environment is a unique aspect
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