Educational Gaming and Use for Explaining Alternative Energy Technologies (original) (raw)

3D Virtual Classroom Environment for Teaching Renewable Energy Production and Substation Equipment

The International Journal of Electrical Engineering & Education, 2011

In this investigation, a virtual classroom for Uşak University's Electricity Program is designed, implemented and then tested by using the 3D virtual environment Second Life. When online, learners and instructors are able to correspond with each other by using their own avatars, chat vocally, make presentations and watch videos, as well as utilise all opportunities of a 3D virtual environment. Furthermore, learners can access the educational materials of the Electricity Program and interact with each other even when the educator is not available, giving opportunities for both synchronous and asynchronous distance education. The 3D virtual environment is analysed and evaluated here in terms of education costs, and advantages or disadvantages for both learner and educator.

New Educational Platform based on Virtual World learning for teaching Renewable Energy

2014

AVARES is a Leonardo da Vinci Transfer of Innovation Project aiming to develop a Virtual Reality environment, to create innovative Virtual Reality learning methodologies and integrate them with traditional learning for teaching more efficiently the challenging field of Renewal Energy Sources (RES). The project aims to establish 3D virtual learning environment and multimedia learning materials providing access to vocational education and training in the field of Renewable Energy Resources (RES), by means of modern information and communication technology for vocational education and training. RES domain is considered a hard domain for students to deeply understand via traditional learning methods. The Innovative Educational Platform to be developed in AVARES project combines traditional learning procedures offered to students via Moodle through Virtual Learning Environment (VLE), with learning procedures delivered to students in a3D Virtual World. The Virtual World is developed in Op...

Energy in 3D: Designing the City of the Future

2017

The course is developed from the study in Life Sciences and energy, till the deepening about the fossil and renewable sources, with video display, animations, little experiments, interactive games and multimedia presentations using the IWB of the renewable energy sources. After scoring a summary of key information, we switch to implement a Smart city planning workshop, drawing three-dimensionally objects with the 3D graphic application Sketchup, until build the city furnished with solar panels placed on the roofs. At the end of the trail, the educational activities are implemented in the Virtual World Scuola3D supported by a proactive and creative way to educate pupils by conscious and creative use of information and communication technologies, with the use of 3D and virtual worlds for live at three-dimensional virtual experience until they are able to design and build a three-dimensional ideal city, the “Smart city” for a sustainable future.

Design 3D on-line gaming environment for learning how to design green buildings

2015

This paper presents an approach for using e-learning to design a training environment for both students and professionals to learn ‘how to design Green Buildings’ developed as part of the D4E European project. The idea of the training environment is to enable users to learn individually or collectively through a ‘team space’ to design energy efficient buildings. An overview of various learning models and theories has been undertaken to understand how people learn. Amongst these, Constructivism and Humanism theories were selected as the most appropriate theories for this particular task and were used to define a number of learning elements required to foster a learning attitude. This work led to the creation of the D4E learning framework which identified, in addition to the learning elements, a number of skills that learners acquire from using such a training environment as they socially interact with one another through the game. Moreover, and in order to promote such learning eleme...

DEVELOPING 3D INSTRUCTIONAL MEDIA TAKBULTA FOR THE SUB-THEME OF ?POTENTIAL SOURCES OF ENERGY IN INDONESIA?.

International Journal of Advanced Research (IJAR), 2018

The availability of thematic, innovative, and interesting instructional media is deemed as a significant attempt for quality improvement on instructional activities in schools. In this current research, Takbulta (KotakTimbulBercerita ? a telling embossed box) has been developed as instructional media for the sub-theme of ?Potential Resources of Energy in Indonesia.? The sub-theme is one of several themes learnt by the fourth graders. This research constituted Research and Development model (R&D), which was previously advanced by Borg and Gall. The research phases encompassed research and data collection; planning the educational product; developing the product\'s preliminary form; initial field testing; the first revision of main product; main field testing; operational product revision; operational field testing; and final product revision. The results of validation gained from the media expert, material expert, and instructional practitioner 1 and 2 respectively signified 94.2%, 83.3%, 94.2%, and 94.2%. With respect to the aforementioned results, it has been explicated that Takbulta is appropriate to use. Moreover, the implementation of the media on the instructional activities shows that Takbulta has resulted in higher level of the students? active participatory during the instructional activities.