Utilizing Computer Game Engines as Instructional Platforms
EdMedia + Innovate Learning, in Honolulu, Hawaii, USA ISBN 978-1-880094-48-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
The purpose of this paper is to explore the role of computer game engines in the field of education. Projects such as "The Adventures of Jasper Woodbury", SCI-WISE, and "Games to Teach" are outstanding examples of engaging and rewarding learning environments. These projects are highly complex and have taken many years to produce and refine. Given the complexity of the software other development teams may believe that producing such a project is beyond their means. However, similar development is not out of the reach of other interested groups. Commercial game developers have opened their game engines' source code and APIs. How might we make use of game engines in our own software projects? The literature shows that researchers have begun to explore how a particular game based tool might be useful in a given context. This new project examines different game engines and suggests which types of projects could most readily make use of them.
. (2003). Utilizing Computer Game Engines as Instructional Platforms. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 28-31). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).
© 2003 Association for the Advancement of Computing in Education (AACE)