Engineering Education is expected to develop and/or to reinforce a set of competences and skills required for the future professional practice of the students. Active, student-centered teaching and learning methodologies supported by the new generation of technologies and tools that promote higher levels of motivation and engagement learners can develop those skills and competences more effectively. That is the case of the use of Virtual Reality, Augmented Reality, Serious Games and Simulations technologies and tools for that allow creating highly immersive experiential environments. In this article we present an overview of these supporting technologies and tools and show, through a set of exemplary cases, how they can be effectively and systematically introduced to promote Active Learning in Engineering Education.
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Carlos Vaz de Carvalho (2019) studied this question.
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