Imparting Systems Engineering Experience via Interactive Fiction Serious Games

被引:2
|
作者
Ford, Thomas [1 ]
Long, David [1 ]
Ford, Echo [2 ]
机构
[1] Inst Technol, Dept Syst Engn & Management, Wright Patterson Afb, OH 45433 USA
[2] Utah State Univ, Dept Tech Commun, Logan, UT USA
来源
关键词
Systems Engineering; Serious Game; Interactive Fiction; Technical Communication; EDUCATION; DESIGN;
D O I
10.17083/ijsg.v10i2.572
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Serious games for education are becoming increasing popular. Interactive fiction games are some of the most popular in app stores and are also beginning to be heavily used in education to teach analysis and decision-making although they have not previously been used to impart systems engineering experience. Noting that it is difficult for systems engineers to experience all necessary situations which prepare them for the role of a chief engineer, in this paper, we explore the use of interactive fiction serious games to impart systems engineering experience and to teach systems engineering principles. The results of a cognitive viability, qualitative viability, and replayability analysis of 14 systems engineering serious games developed in the interactive fiction genre are presented. The analysis demonstrates that students with a systems engineering background are able to learn the Twine gaming engine and create a serious game aligned to the Apply level of Bloom's Taxonomy which conveys a systems engineering experience and teaches a systems engineering principle within a four-week period of time. These quickly generated games' cognitive, quality, and replayability scores indicate they provide some opportunity for high-level thinking, are of high quality, and with above average replayability, are likely to be played multiple times and/or recommended to others.
引用
收藏
页码:37 / 60
页数:24
相关论文
共 50 条
  • [31] Contributions of Serious Games on Adaptive Learning Systems
    El-Ghouli, Lotfi
    Khoukhi, Faddoul
    2016 11TH INTERNATIONAL CONFERENCE ON INTELLIGENT SYSTEMS: THEORIES AND APPLICATIONS (SITA), 2016,
  • [32] Interactive Graphical Design of 3D Serious Neurorehabilitation Games
    Moya, Sergio
    Tost, Dani
    Grau, Sergi
    PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2012, 21 (01): : 58 - 68
  • [33] An overview of interactive wet cloth simulation in virtual reality and serious games
    Basori, Ahmad Hoirul
    Alkawaz, Mohammed Hazim
    Saba, Tanzila
    Rehman, Amjad
    COMPUTER METHODS IN BIOMECHANICS AND BIOMEDICAL ENGINEERING-IMAGING AND VISUALIZATION, 2018, 6 (01): : 93 - 100
  • [34] Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population
    Shapoval, Serhii
    Garcia Zapirain, Begona
    Mendez Zorrilla, Amaia
    Mugueta-Aguinaga, Iranzu
    APPLIED SCIENCES-BASEL, 2021, 11 (08):
  • [35] Serious Games to Digital Interactive Television. Literature Review and Definitions
    Abadia Quintero, Ivan
    SISTEMAS & TELEMATICA, 2012, 10 (22): : 149 - 157
  • [36] Modern Serious Board Games: modding games to teach and train civil engineering students
    Sousa, Micael
    PROCEEDINGS OF THE 2020 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON 2020), 2020, : 197 - 201
  • [37] An approach to Inclusive Education in Electronic Engineering Through Serious Games
    Jaramillo-Alcazar, Angel
    Guaita, Carlos
    Rosero, Jorge L.
    Lujan-Mora, Sergio
    2018 XIII TECHNOLOGIES APPLIED TO ELECTRONICS TEACHING CONFERENCE (TAEE), 2018,
  • [38] A system for immersive medical and engineering training based on serious games
    Mondragón-Bernal, Ivan F.
    Ingenieria y Universidad, 2020, 24
  • [39] Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students
    Cook-Chennault, Kimberly
    Alarcon, Idalis Villanueva
    Jacob, Gabrielle
    EDUCATION SCIENCES, 2022, 12 (01):
  • [40] Approaching Sustainability Learning Via Digital Serious Games
    dos Santos, Alysson Diniz
    Strada, Francesco
    Bottino, Andrea
    IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2019, 12 (03): : 303 - 320