Experiential Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming

Article English OPEN
Kevin Hulme; Edward Kasprzak; Ken English; Deborah Moore-Russo; Kemper Lewis;

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 la... View more
  • References (45)
    45 references, page 1 of 5

    Sony Computer Entertainment, null.

    Atari, null.

    Wankat, P., Oreovicz, F.. Learning outside the classroom. ASEE Prism. 2001; 10 (5): 32

    Wankat, P., Oreovicz, F.. An over-stuffed curriculum. ASEE Prism. 2001; 11 (2): 40

    Wankat, P., Oreovicz, F.. Getting out of your box. ASEE Prism. 2003; 13 (3): 49

    Wankat, P., Oreovicz, F.. Simulators to stimulate students. ASEE Prism. 2004; 13 (5): 45

    President's Information Technology Advisory Committee, null. Using information technology to transform the way we learn. 2001

    The Accreditation Board for Engineering and Technology, null. Criteria for accrediting programs in engineering in the United States. 2000

    National survey of student engagement: the college student report. Annual Report. 2003

    Dixon, D.. Manifest Technology, Making Sense of Digital Media Technology—Simulation-based Authoring for Serious Games.

  • Related Organizations (1)
  • Metrics
Share - Bookmark