Vaibhav Devidas Sonawane,
Trupti Narayan Pathade,
Vira Rajesh Sonawane,
Mayur Santosh Mahale,
Sharmila Prakash Zope,
- Student, Department of Computer Engineering, Jawahar Institute of Technology, Nashik, Maharastra, India
- Student, Department of Computer Engineering, Jawahar Institute of Technology, Nashik, Maharastra, India
- Student, Department of Computer Engineering, Jawahar Institute of Technology, Nashik, Maharastra, India
- Student, Department of Computer Engineering, Jawahar Institute of Technology, Nashik, Maharastra, India
- Professor, Department of Computer Engineering, Jawahar Institute of Technology, Nashik, Maharastra, India
Abstract
Game-based learning (GBL) has demonstrated significant potential in STEM education, yet most existing implementations remain constrained by narrow disciplinary focus and limited replay ability, offering students a single, linear path through predetermined content. This paper introduces The Chronicles of JIT, an immersive simulation designed to address these limitations through a dual-perspective narrative architecture that transforms engineering and entrepreneurial education. Rather than confining players to one lens, the game allows them to navigate its world as either a Student Entrepreneur, balancing academic obligations against the pressures of building a startup, or a Research Professor, managing grant acquisition and long-term academic progression. This branching structure yields a flexible, repayable experience with more than twelve unique narrative outcomes, allowing students to encounter engineering practice from multiple professional vantage points rather than a single prescribed role. The current implementation is built on a modular Floor-Based Architecture within the LOVE2D engine, integrating interconnected systems for resource management across Time, Money, and Reputation, alongside a multi-application mobile ecosystem including an ERP tool, a Travel Buddy planner, and the Zenith platform that mirrors the operational complexity professionals encounter in practice. By embedding these mechanics within realistic professional and ethical dilemmas, the game bridges classroom theory and real-world application, helping students internalize decision-making frameworks relevant to their eventual careers. Crucially, gameplay mechanics are explicitly mapped to ABET student outcome criteria, establishing a validated pedagogical foundation rather than an ad hoc entertainment layer. This mapping positions The Chronicles of JIT as a reproducible model for future serious educational games, demonstrating how narrative branching and systems-based simulation can jointly prepare students for the diverse ethical and professional roles present within modern engineering practice.
Keywords: Game-based learning (GBL), engineering education, serious games, dual-perspective gameplay, immersive simulation, entrepreneurial education, modular architecture, resource management, interactive narrative, ABET criteria mapping
[This article belongs to International Journal of Education Sciences ]
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International Journal of Education Sciences
| Volume | 03 | |
| Issue | 02 | |
| Received | 21/05/2026 | |
| Accepted | 09/09/2026 | |
| Published | 10/09/2026 | |
| Publication Time | 112 Days |
