7 research outputs found

    Resource Efficiency Learning Game – electric Scooter Game

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    AbstractFostering ideas that de-couple the world's growth in population and wealth from the increase of resource consumption must be tackled through the education of engineers. Those have to understand environmental, economic and social effects. Games have the potential to make people reflect their actions and to let them try out new approaches within a safe environment. A game has been developed to make students understand the effects of a resource efficient enterprise. The two-wheeler industry was taken as example because mobility is crucial element of human needs and sustainable development. The participants of this game are leading their own company

    Human factor in industry of the future - Knowledge acquisition and motivation

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    Industry of the future bases on people knowledge, creativeness and motivations. Although, the number of workers needed in factories of the future decreases, the requiremenets concerning employees skills have been increasing. The knowledge of employees determines the factory system quality and efficiency. The motivation of people determines continuous improvement and development realized by problems identification and elimination. Hence, adequate learning methods are required to be implemented to achieve the following goals: empower and motivate people. This paper presents chosen methods such as learning by doing, computer simulations and virtual reality which support knowledge acquisition by people being prepared for work in factories of the future. The presented methods also increase employee awareness concerning possibilities of improvements

    Current trends on ICT technologies for enterprise information s²ystems

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    The proposed paper discusses the current trends on ICT technologies for Enterprise Information Systems. The paper starts by defining four big challenges of the next generation of information systems: (1) Data Value Chain Management; (2) Context Awareness; (3) Interaction and Visualization; and (4) Human Learning. The major contributions towards the next generation of information systems are elaborated based on the work and experience of the authors and their teams. This includes: (1) Ontology based solutions for semantic interoperability; (2) Context aware infrastructures; (3) Product Avatar based interactions; and (4) Human learning. Finally the current state of research is discussed highlighting the impact of these solutions on the economic and social landscape

    Serious Games for education and training

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    Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player's experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design. We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided

    A Serious Games Development Environment

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    Un ambiente per lo sviluppo di Serious Game

    Serious Gaming in Manufacturing Education

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    The human capital for the European Factories of the Future is the key enabler to competing in high value manufacturing. Therefore, the education and training schemes for young talents, supported by new and rapidly developing ICT technologies, have to be flexible and adaptable to the future manufacturing needs. New approaches for managing knowledge and developing skills will be required so that the manufacturing decision making can be dispersed in the production level. In order for the best of European human capital to be a center of attention, the weak societal appeal of manufacturing has to be overcome as evidenced in the decline of student interest in Science, Technology, Engineering and Mathematics (STEM) subjects. The aim of the paper is to focus on a sample of current offer of serious games in manufacturing education. Although manufacturing education have been using simulations in facilitating a better understanding of the theoretical concepts, the transition to using serious games is prone to mistakes. This paper presents the comparative analysis of three existing serious games in manufacturing education, assessing the game design and pedagogical underpinnings of the serious games. The result of the analysis has yielded a set of guidelines that supports the development of serious games in manufacturing education
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