Integrating Alternate Reality Games and Social Media in Engineering Education

Zheleva, S. and Zhelev, T. (2011) Integrating Alternate Reality Games and Social Media in Engineering Education. In: Computer Aided Chemical Engineering. , pp. 1150-1154. ISBN 15707946 (ISSN)

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The successful use of technology in the 21st century education requires the development of learning environments based on contemporary educational theory. A new approach that could facilitate personal coaching and supervision, distributed and collaborative laboratory work through carefully balanced hybrid environment of game-assisted learning, social media, and conventional instruction should be considered. This paper investigates the usefulness of such hybrid learning spaces as educationally viable tools. From one side it demonstrates how social media can be utilised as a platform for effective e-learning to benefit student development and to create proactive campus communities, both of which form the basis of student culture. From other side, this approach utilises the concept of alternate reality game, which integrates digital gaming and simulation, with robust mobile communication infrastructure for a novel multilevel educational experience. The alternate reality game is focused on the field of process systems engineering directed towards eco-efficient industrial energy management. While e-learning and virtual environments are commonly used in colleges and social media is commonly used by students, this paper promotes the beneficial integration of these activities together for a more effective learning strategy. The proposed approach attempts to educate and in the same time - to engage and entertain learners. © 2011 Elsevier B.V.

Item Type: Book Section
Additional Information: Export Date: 23 February 2015; Correspondence Address: Zheleva, S.; Faculty of Engineering and IT, Griffith College Limerick, Limerick, Ireland; email:; References: Calongne, C.M., Educational Frontiers:Learning in a Virtual World (2008) EDUCAUSE Review, 43 (5); Eng, A., An Investigation of Pedagogical Principles when Integrating E-learning into Social Media (2010) MSc in Computing Dissertation, , DIT, Ireland; Oblinger, D.G., For the Next Generation (2010) EDUCAUSE Review, 45 (5), pp. 76-96; Prensky, M., Digital Natives, Digital Immigrants, Part II: Do They Really Think Differently? (2001) On the Horizon, 9, pp. 15-24. ,, available at; Romano, D.M., Brna, P., Presence and Reflection in Training (2001) CyberPsychology & Behavior, 4 (2), pp. 265-277; Rylands, T., (2007) ICT to Inspire, ,, available at; Singh, A., Rusten, E., Suguri, V., River Walk - Brazil: Virtual Journey (2002) Real Learning, TechKnowLogia, 4 (1); Talamo, A., Ligorio, B., Strategic Identities in Cyberspace (2001) CyberPsychology & Behavior, 4 (1); Wolfe, C.R., Plant a Tree in Cyberspace (2001) CyberPsychology & Behavior, 4 (11); Yee, N., (2003) The Daedalus Project: Learning Leadership Skills, ,, available at; Zheleva, S.R., Padayachee, I., Naidoo, R., Developing Entreprenurial Skills in Students of an Academic Department (2001) TABEISA Conference Proceedings, , RSA, East London; Zheleva, S.R., On the Use of Interactive Multimedia as aTeaching and Learning Tool in Tertiary Institution (2001) REBOC, Faculty of Commerce Bulletin, DIT, 1, pp. 5-10. , RSA; Zheleva, S.R., Zhelev, T.K., Amory, A., (2002) Virtual Learning Spaces: Africa as Technology Creator, p. 353. , 5, 60; Zheleva, S.R., Amory, A., Zhelev, T.K., (2002) Using Educational Adventure-style Game as a Teaching Method in a Specific Engineering Domain, , Waste Management & the Environment, WIT Press, ISBN 1-85312-919-4; Zheleva, S.R., Zhelev, T.K., Integrated Approach for Enhanced Teaching and Learning towards Richer Problem Solving Experience (2010) Comp. Aided Chem.Engng., 28, pp. 415-420
Depositing User: National Forum
Date Deposited: 12 Dec 2015 18:35
Last Modified: 12 Dec 2015 18:39

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