DIGITAL LIBRARY
GATELOG: EDUCATIONAL VIDEO GAME TO SUPPORT THE TEACHING OF DIGITAL ELECTRONIC CIRCUITS
Universidad Pedagógica Nacional (COLOMBIA)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 2169-2175
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.0546
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
This article presents a tool to support the learning process of digital electronic circuits. The purpose of the application is to reinforce the user's knowledge in a didactic way in a three-dimensional environment. In the video game, the user will be able to interact with switches and logic gates that are distributed throughout various scenarios with the aim of solving puzzles. The resolution of the puzzles depends on the appropriate activation or deactivation of switches using combinatorial and sequential logic that, later, will allow different portals or accesses to new areas to come into operation.

The video game has two versions, one where it can be played in web browsers using a keyboard and mouse and another version for virtual reality headsets. The user will have control of a character in the first person with which, making use of movement mechanics typical of this style of games, they will have to go through each scenario in search of new riddles to access new levels. In the first levels, the puzzles are located in a single area and are distributed in an obvious sequence, however, as you advance in levels, the puzzles increase in complexity and location, and a single puzzle may be scattered in a large area of the stage, or it may be that the same switch can be part of multiple puzzles at the same time. Although the initial levels are very simple and basic, as the levels progress, they become more complex and require more effort and knowledge of the issues to be able to solve them. Another characteristic of the video game is that it does not present a tutorial or presentation of the subject, but instead works by presenting examples so that they can be initially solved inductively, allowing people who do not have prior knowledge of binary logic to play it without any inconvenience. Additionally, it works with the symbols of traditional schematic circuits to digital circuits. It is concluded that the video game is an appropriate evaluation strategy for an initial course or simultaneously as an introduction strategy to the specific topic, being a tool that can be used by teachers to generate class activities that take advantage of the motivation generated by three-dimensional video games and virtual reality.
Keywords:
Videogame, Digital Circuits, Virtual Reality.