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A Frankenstein approach to open source: The construction of a 3D game engine as meaningful educational process
Shelton, B E. · Scoresby, J. · Stowell, T. · Capell, M R. · Alvarez, M A. · Coats, K C.

PublishedJuly 2010
JournalIEEE Transactions on Learning Technologies
Volume 3, Issue 2, Pages 85 - 90

ABSTRACT
Using open source components to assemble a working 3D game engine is an attractive alternative to purchasing off-the-shelf technology. A student development team can use many different resources to investigate what underlying mechanisms are needed to build virtual environments. However, the techniques and processes involved when using open source components offer unique insights and educational opportunities. Leveraging and modifying existing software, and participating in the open source community, may alter the perspective of how game engines can be created. In this work, the process of building a simulation 3D game engine to support a training application for emergency response personnel is discussed. Evidence is presented that researching, gathering, and assembling open source components to build an open educational resource (OER), in this case a virtual 3D application, holds educational value. The research focuses on students whose interests cross disciplines of computer science, educational technology, instructional design, and game design.

Keywords open source community · knowledge sharing · educational games · computers and education · educational simulations

Languageen
ISSN1939-1382
RefereedYes
Rights2010 IEEE
DOI10.1109/TLT.2010.3
URLhttp://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5408362&tag=1
Other informationIEEE Trans. Learning Technol.
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


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