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An Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET)

机译:职业教育和培训中学习数字电子产品的逃生室游戏(兽医)

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For a plethora of individuals, video games are part of their daily lives, entertaining and inspiring them. The application of gamification in the education sector in the form of Game-Based Learning (GBL) can increase the amount of acquired knowledge on a specific subject since it brings the elements of engagement and amusement in education. In this paper, we present the creation of a first-person puzzle game which aims to teach the user the basics of logic gates and circuits as learning models implemented in Vocational Education and Training (VET). The gameplay scenario resembles closely the concept of escape rooms, viz. a "prison" that requires the players to solve riddles in order to break free. To do that, the users must operate switchboards that are comprised of logic gates and button switches and are connected to other unlockable elements, such as a door or a drawer, which unlock with the right combination of inputs and/or logic gates and keys that unlock the panels of the switchboards. With a variety of levels, the players are given many opportunities for improvement while using their past knowledge to progress further. The level of each player can be tracked and saved in a personal account. Overall, the goal of this GBL experience is to make the basics of electronics easy to understand without relying on common teaching methods.
机译:对于血腥的个人来说,视频游戏是他们日常生活的一部分,娱乐和鼓舞人心。以基于比赛的学习形式(GBL)在教育部门的应用可以增加特定主题的获得知识的数量,因为它带来了教育的参与和娱乐的要素。在本文中,我们展示了一个创建一个第一人称益智游戏,该游戏旨在教导用户作为在职业教育和训练(兽医)中实现的学习模型的逻辑门和电路的基础知识。游戏场景类似于逃生室,viz的概念。一个“监狱”,要求玩家解决谜语才能挣脱。为此,用户必须操作由逻辑门和按钮切换组成的交换机,并连接到其他可解锁的元素,例如门或抽屉,其利用输入和/或逻辑门和键的右组合解锁解锁配电盘的面板。随着各种水平,玩家在利用他们过去的知识进一步进步时,参与者有很多改进的机会。可以在个人帐户中跟踪和保存每个玩家的级别。总的来说,这个GBL经验的目标是使电子产品的基础易于理解而不依赖于常见的教学方法。

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