Educational games may improve learning by taking advantage of the new knowledge and skills of today's students obtained from extensive use of interactive games. This paper describes how interactive dynamic simulators of advanced technical systems and phenomena can be shaped and adapted as games and competitions supporting technical education and training. Some selected examples at different educational levels are shown, from vocational training to university level courses. The potential benefit and perceived learning effect of this approach is also described and underpinned from comprehensive user feedback.
Tor Ivar Eikaas, Bjarne A. Foss, Ole K. Solbj&osla