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People have become addicted to their electronic devices spending more time playing video games. This addiction could be due to the attractive and rapid development in technology of devices. Additionally, home quarantine precaution imposed by the COVID 19 pandemic increased one’s connection to electronic devices. These reasons and much more affected the educational methodology landscape. On the other hand, old teaching techniques especially in the engineering education nowadays are not fulfilling the market needs [1], [2]. Engineers are required to be up to date as market requirements changes [3]. More practical teaching methods are expected to prepare fresh graduate engineers to the market [1]. These practical skills should be developed in safe environments with an economic, and more engaging ways to engineering students. With the help of Virtual Reality (VR) technologies, this goal could be achieved [4]. This research aims to develop a VR game that meets these needs. This work focuses on understanding the system requirements of the VR game for engineering education using engineering ethics as a case study. Requirements investigation, understanding, and documentation are done using Unified Modeling Language (UML) tools. As a result, the system’s requirements are identified with seven logical models and an initial physical model. Consequently, three entities are identified for this VR game: learners, instructor and advisor. Entities relationships also have been demarcated. Future work includes the models’ validation, game prototyping, and implementation using learners and educators’ feedbacks on the proposed VR game.
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 1 | |
popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |