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Bridging educational and working environments through pervasive approaches
KTH, School of Industrial Engineering and Management (ITM).ORCID iD: 0000-0002-3747-0845
KTH, School of Industrial Engineering and Management (ITM).
KTH, School of Industrial Engineering and Management (ITM).
2017 (English)In: 3rd International Joint Conference on Serious Games, JCSG 2017, Springer Verlag , 2017, p. 296-307Conference paper, Published paper (Refereed)
Abstract [en]

In the education of mechanical engineers alternative learning methods like serious games, simulations etc. have been used in past decades to better the learning outcomes. However, a main concern is still the amount of resources used on adapting and modding games as well as the challenges related to the implementation in the class room setting. Typically a positive learning experience does not only rely on the game as such, but how good the facilitator or teacher is to change game mechanics and the narratives so that players with different learning curves, past experience and cognitive abilities all stay in flow and feel immersed. Physical simulation games played in a workshop setting often have this ability, whereas this still seems to be a challenge in digitalized games. The main purpose of this article is to identify mechanics that need to be adapted differently for different user groups in order to keep them in flow, motivated and engaged in order to have a high learning experience and how we can take advantage of technologies like VR to reduce the costs and the resources.

Place, publisher, year, edition, pages
Springer Verlag , 2017. p. 296-307
Keywords [en]
Computer aided software engineering, Education, Teaching, Class rooms, Cognitive ability, Learning curves, Learning experiences, Learning methods, Learning outcome, Physical simulation, Working environment, Serious games
National Category
Learning Interaction Technologies
Identifiers
URN: urn:nbn:se:kth:diva-222943DOI: 10.1007/978-3-319-70111-0_27ISI: 000449983700027Scopus ID: 2-s2.0-85035085965ISBN: 9783319701103 (print)OAI: oai:DiVA.org:kth-222943DiVA, id: diva2:1190386
Conference
Third International Joint Conference on Serious Games (JCSG);NOV 24-27, 2017;NOV 24-27, 2017
Funder
EU, Horizon 2020, 687676
Note

QC 20180314

Available from: 2018-03-14 Created: 2018-03-14 Last updated: 2024-03-18Bibliographically approved

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Baalsrud Hauge, J. M.Engström, AlexanderStrömgren, Johanna
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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf