A Stewart-Platform based manipulator: general theory and practical construction
International Journal of Robotics Research
The C++ programming language (2nd ed.)
The C++ programming language (2nd ed.)
PVM: Parallel virtual machine: a users' guide and tutorial for networked parallel computing
PVM: Parallel virtual machine: a users' guide and tutorial for networked parallel computing
Computer Image Generation
Open Scene Graph A: Introduction, B: Examples and Applications
VR '04 Proceedings of the IEEE Virtual Reality 2004
Digital Game-Based Learning
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
EMERGO: A methodology and toolkit for developing serious games in higher education
Simulation and Gaming
Scenario-based serious games repurposing
Proceedings of the 29th ACM international conference on Design of communication
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Creating active, student-centered learning situations in postsecondary education is an ongoing challenge for engineering educators. Contemporary students familiar with visually engaging and fast-paced games can find traditional classroom methods of lecture and guided laboratory experiments limiting. This paper presents a methodology that incorporates driving simulation, motion simulation, and educational practices into an engaging, gaming-inspired simulation framework for a vehicle dynamics curriculum. The approach is designed to promote active student participation in authentic engineering experiences that enhance learning about road vehicle dynamics. The paper presents the student use of physical simulation and large-scale visualization to discover the impact that design decisions have on vehicle design using a gaming interface. The approach is evaluated using two experiments incorporated into a sequence of two upper level mechanical engineering courses.