Serious games in learning factories
- 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.
Author details: | Malte TeichmannORCiDGND, André UllrichORCiDGND, Dennis Knost, Norbert GronauORCiDGND |
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DOI: | https://doi.org/10.1016/j.promfg.2020.04.104 |
ISSN: | 2351-9789 |
Title of parent work (English): | Procedia manufacturing |
Subtitle (English): | perpetuating knowledge in learning loops by game-based learning |
Publisher: | Elsevier |
Place of publishing: | Amsterdam |
Publication type: | Article |
Language: | English |
Date of first publication: | 2020/04/29 |
Publication year: | 2020 |
Release date: | 2023/09/20 |
Tag: | game-based learning; gamification; learning factories; serious game |
Volume: | 45 |
Number of pages: | 6 |
First page: | 259 |
Last Page: | 264 |
Organizational units: | Wirtschafts- und Sozialwissenschaftliche Fakultät / Wirtschaftswissenschaften / Fachgruppe Betriebswirtschaftslehre |
DDC classification: | 6 Technik, Medizin, angewandte Wissenschaften / 62 Ingenieurwissenschaften / 620 Ingenieurwissenschaften und zugeordnete Tätigkeiten |
Peer review: | Referiert |
Publishing method: | Open Access / Gold Open-Access |
License (German): | CC-BY-NC-ND - Namensnennung, nicht kommerziell, keine Bearbeitungen 4.0 International |