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Natural Hazards Research Summit 2024: Serious Gaming for Teaching Complex Human-Technical Systems Experiencing Shocks: An Application to Interdependent Infrastructure Recovery

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Mendeley Data2024-06-27 更新2024-06-27 收录
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https://www.designsafe-ci.org/data/browser/public/designsafe.storage.published/PRJ-4752
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What is this project about? This project involves developing "Breakdown," a serious game designed to teach graduate engineering students about the restoration of interdependent infrastructure systems (electric power, water, and IT). The game provides hands-on experience, helping students apply theoretical knowledge to practical scenarios. How can data in this project be reused? The data from this project, including survey responses, can be reused for: 1. Educational Research: To study the impact of serious games on learning. 2. Game Development: To create similar educational tools. 3. Curriculum Design: To integrate serious games into engineering education. 4. Policy Making: To advocate for innovative teaching methods. How is this project unique? This project is unique because it: 1. Integrates Multiple Domains: Covers interconnected infrastructure systems. 2. Focuses on Human Factors: Highlights operators' decision-making processes. 3. Promotes Collaboration: Emphasizes teamwork in problem-solving. 4. Uses Active Learning: Engages students in an interactive environment. Who is the audience? The primary audience includes: 1. Graduate Engineering Students: Who gain practical insights. 2. University Professors: Who can use the game in their teaching. 3. Educational Researchers: Studying the efficacy of serious games. 4. Policy Makers: Interested in innovative educational strategies. Why does it matter? "Breakdown" addresses the gap between theoretical knowledge and practical application in engineering education. By focusing on the role of infrastructure operators and promoting collaborative learning, it prepares students to handle real-world challenges effectively. This innovative teaching method has the potential to enhance engineering education nationwide.

本项目旨在何为?本项目开发了一款名为"Breakdown"的严肃游戏(Serious Game),旨在面向工程硕士研究生传授相互依存的基础设施系统(电力、水务与信息技术)的修复知识。该游戏可提供实操体验,助力学生将理论知识应用于实际场景。 本项目产生的数据(含调查问卷回复)可用于以下复用场景:1. 教育研究:探究严肃游戏对学习效果的影响;2. 游戏开发:打造同类教育工具;3. 课程设计:将严肃游戏融入工程教育体系;4. 政策制定:推广创新教学方法。 本项目的独特性体现在:1. 多领域融合:覆盖互联互通的基础设施系统;2. 聚焦人为因素:突出运维人员的决策流程;3. 倡导协作学习:强调团队协作解决问题;4. 采用主动学习模式:让学生在交互式环境中深度参与。 本项目的目标受众包括:1. 工程硕士研究生:可从中获取实操见解;2. 高校教师:可将该游戏应用于课堂教学;3. 教育研究者:用于研究严肃游戏的教学效能;4. 政策制定者:关注创新教育策略的落地。 本项目的价值何在?"Breakdown"填补了工程教育中理论知识与实际应用之间的缺口。该项目聚焦基础设施运维人员的角色定位,倡导协作式学习,助力学生有效应对现实世界的各类挑战。这种创新教学模式有望在全国范围内推动工程教育质量提升。
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2024-06-27
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