@article{ThimUllrichGronau2020, author = {Thim, Christof and Ullrich, Andr{\´e} and Gronau, Norbert}, title = {Process model driven learning scenario implementation}, series = {Procedia manufacturing}, volume = {45}, journal = {Procedia manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2020.04.071}, pages = {522 -- 527}, year = {2020}, abstract = {The implementation of learning scenarios is a diversely challenging, frequently purely manual and effortful undertaking. In this contribution a process based view is used in scenario generation to overcome communication, coordination and technical gaps. A framework is provided to identify, define and integrate technological artefacts and learning content as modular, reusable building blocks along a modeled production process. The specific contribution is twofold: 1) the theoretical framework represents a unique basis for modularization of content and technology in order to enhance reusability, 2) the model based scenario definition is a starting point for automated implementation of learning scenarios in industrial learning environments that has not been created before.}, language = {en} } @article{TeichmannUllrichKnostetal.2020, author = {Teichmann, Malte and Ullrich, Andr{\´e} and Knost, Dennis and Gronau, Norbert}, title = {Serious games in learning factories}, series = {Procedia manufacturing}, volume = {45}, journal = {Procedia manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2020.04.104}, pages = {259 -- 264}, year = {2020}, abstract = {The usage of gamification in the contexts of commerce, consumption, innovation or eLearning in schools and universities has been extensively researched. However, the potentials of serious games to transfer and perpetuate knowledge and action patterns in learning factories have not been levered so far. The goal of this paper is to introduce a serious game as an instrument for knowledge transfer and perpetuation. Therefore, reqirements towards serious games in the context of learning factories are pointed out. As a result, that builds on these requirements, a serious learning game for the topic of Industry 4.0 is practically designed and evaluated.}, language = {en} } @misc{TeichmannUllrichGronau2019, author = {Teichmann, Malte and Ullrich, Andre and Gronau, Norbert}, title = {Subject-oriented learning}, series = {Procedia Manufacturing}, volume = {31}, journal = {Procedia Manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2019.03.012}, pages = {72 -- 78}, year = {2019}, abstract = {The transformation to a digitized company changes not only the work but also social context for the employees and requires inter alia new knowledge and skills from them. Additionally, individual action problems arise. This contribution proposes the subject-oriented learning theory, in which the employees´ action problems are the starting point of training activities in learning factories. In this contribution, the subject-oriented learning theory is exemplified and respective advantages for vocational training in learning factories are pointed out both theoretically and practically. Thereby, especially the individual action problems of learners and the infrastructure are emphasized as starting point for learning processes and competence development.}, language = {en} }