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by Jean Thilmany, Associate Editor
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when
mechanical engineering students show up for their first college class,
they think they know a thing or two about engineering. Often what they
really know is a thing or two about how machines work, according to Brianno
Coller.
According to Coller, an associate professor of mechanical engineering
at Northern Illinois University in DeKalb, Ill., "Teaching undergraduate
engineering is kind of hard because students come in not knowing a whole
lot about what engineering is, exactly. They know they like machines,
and they're excited about airplanes, cars, machines, or whatever,
and then we professors throw a whole bunch of math at them, and they don't
see the machines, cars, airplanes."
Coller has found a way for engineering students in his advanced computing
class to connect with the material. To add a little vroom to the class,
he's turned to his students' favorite free-time activity:
playing video games. The course teaches students how engineering computation
and simulation work; essentially, students learn how to get computers
to run various mathematical procedures. It's necessary stuff, but
it can be as dreary as it sounds, Coller said.
"The textbooks are really dry," he said. "So we turned
it into a video game in which they solve problems that are very realistic."
When they fire up their computers, students see a fairly standard gaming
image: a racecar and a track. They quickly learn they'll have to
program the system to get the car to obey their commands.
 |
| At Northern Illinois University,
future engineers race video-game cars for class credit; they learn
computer programming as they drive. |
They start small. At first, they don't even have steering wheels
or pedals to control their vehicles.
"They write a little program that controls stepping on the gas
pedal, stepping on the brake, turning the steering wheel left or right,"
Coller said. "Within a few commands, they can get their car to
go straight; but then the track turns and they crash into the wall."
So they learn how to program the car to take the turns.
"By week two, they're driving around the track and staying
on," he said. "Then they want to go faster, and for that
they have to be more sophisticated in how they drive and steer and shift.
"There's certain types of calculations they have to learn,
and they get better and better as the semester goes on, until at the end
they're doing sophisticated calculations," he said.
By the time class winds up, students are racing each other.
Coller fell into the idea for game-based learning while searching for
a way to keep his students motivated. At first, he tried to inject enthusiasm
into budding engineers bored with textbooks by showing them NASA simulations
of spacecraft bound for Mars and Jupiter.
"I'd be bringing these animations into class saying, ÔHere's
how what we do in class corresponds with what this computer animation
does,' " Coller said.
Students got the analogy, but their enthusiasm was short-lived, he added.
He figured student enthusiasm for the subject might last longer if they
could work with the computer code that runs the animation. In other words,
Coller wanted an interactive, code-driven animated medium. Then came the
light bulb moment: "A medium already existsthe video game,"
he said.
For the class, which he's taught the past two years, Coller uses
Torcs, an online open-source racecar video game, which he has modified
substantially.
"Cars are really nice because you can construct authentic engineering
problems with them," Coller said. "Students can solve real
engineering problems and all my students know how a car works. People
can rely on previous experiences and intuitively know how to get the computer
programs that drive the car to work."
He's received a grant from the National Science Foundation to help
with class costs. If more NSF funding comes through, the university will
introduce the video games to other engineering courses.
After all, why slog through a textbook when you can play video games at
home for college credit?
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