GaLA Game and Learning Alliance The European Network of Excellence on Serious Games SIG3.2: Engineering and Manufacturing Borzoo Pourabdollahian (Polimi) Manuel Fradinho (Polimi) Jannnicke Baalsrud Hauge (BIBA) Johann Riedel (UNOTT) Theodore Lim (HWU) Alexander Sproedt (ETH) Genova December 6-7 2011 1st Review Meeting European Commission Information Society and Media 1 Agenda Selected test cases Plan for test cases Other activities Genova December 6-7 2011 1st Review Meeting European Commission Information Society and Media 2 Selected test cases Genova December 6-7 2011 1st Review Meeting European Commission Information Society and Media 3 Plan for test cases- Learning Measurment Game Past Studies • • • • • One evaluation session Survey study Carel company, Italy 36 engineers and managers Data accessible Analysis • • Cognitive knowladge, presented at APMS 2012 Motivation, presented at VS-Game 2012 Planned Studies July 2013 • • several evaluation sessions yearly 9-48 engineering students at BIBA • Also used at UNOTT in 2012 and 2013 • Other cooperation under consideration • • • • 10 game evaluation sessions Virtual Teams Knowledge Creation Decision making • • • • • Quantitative Analysis Anova analysis Completed re-start More user studies • 102 engineering students over a 16 weeks in-course use in 2013 Free on-line game • • • • LM-GM mapping Role-play and narratives Learning outcome validation SUS report Played 4-5 times per year (physical), around 80-100 participants (students and professionals) Online version always available 1st Review Meeting Data records of most games available • • • Genova December 6-7 2011 • Several conference contributions published • • Human behaviour, in Production Planning and Control, 2006 • Educational background of players, 12th SIG Commission Workshop on Experimental European Interactive Learningand in Industrial Information Society Management, 2008 Media April 2013 Dec.2013- Feb.2014 June 2013 May 2013 August 2013 April – May 2013 4 Plan for test cases- Methodology PLAYERS Facilitators • Pre- and Post- tests include MCQs and Scenario questions to measure the leaning outcomes • Self-assessment questions to measure the learning outcomes and enjoyment • To classify value of the games in three categories: Good, Medium and Bad • Semi structured interview to find how well the game can support the learning outcomes and to identify what positive and negative points are. • Archival research by doing study on existing records and secoendary information, to find how well the game can be a supportive learning method. Designers • Semi structured interview to find to what extent the game design is correspondence with proposed design framework • To classify the well design game in three categories: Good, Medium and Bad Genova December 6-7 2011 1st Review Meeting European Commission Information Society and Media 5 Plan for test cases- Proposed Taxonomy 32 learning outcomes have been identified for graduates who are goining to enter to industry (ABET 2012; IUGREE 2010; McGourty et al., 2000; Bursic et al., 2011; Shuman et al., 2005; McMasters and Komerath, 2005; Gentili et al., 2003; Johnson, 2005; Davis et al., 2003; Lang et al., 1999; Cheville and Bunting, 2011; Kerne et al., 2005; O’Sulivan et al., 2011; Stewart, 2005; etc.) Outcome element Knowledge of contemporary issues Guideline SG Attribute Players should be able to list and describe the major socio-economic issues; e.g., global warming; over population; depletion of natural resources; energy and water supplies; nuclear waste and proliferation; environmental pollution; disease; trade; human rights, etc. They also should be able to describe major political issues at national, state and local levels; e.g. president election, middle east crisis, etc. Challenge, Curiosity and Fantasy Players should be able to discuss, in-depth, several of mentioned socio-economic and political issues; summarize cogent aspects; recognize consequences; take and defend a position. Challenge, Control, Fantasy and Feedback Players should be able to examine a specific area, country or scenario relative to one or more of these issues; able to discuss implications. They also should be able to examine the ramifications of one or more of political issues on a specific population or cohort. Challenge, Control, Fantasy and Feedback Players should be able to analyze an issue from a "systems" perspective; develop a model or abstraction of the situation; make and defend simplifying assumptions; exercise model to draw inferences to assist in decision making. Challenge, Control, Fantasy and Feedback design a Meeting system or strategy that addresses a particular Challenge, European Commission Genova Players should be able1sttoReview Information Society and and a given scenario or location. Ability to propose out-of-the-box alternatives; Control, Decemberissue 6-7 in 2011 formulate alternative solutions. Media Feedback Game mechanics Reward Protégé effect Resource management Random element Question and answer Role playing Game turn Movement Capture or Eliminate Performance feedback Pavlovian interaction Auction and Bidding Catch-up Bloom Cognitive Level Knowledge Comprehension Application Analysis Synthesis 6 Publications Partenrs involved Event Month/Place Status Status and Trends of Serious Game Application in Engineering and Manufacturing Education Borzoo Pourabdollahian Tehran, Manuel Fradinho Oliveira, Marco Taisch, Jannicke Baalsrud Hauge, Johann c.k.h. Riedel Polimi, BIBA, UNOTT ISAGA 2013 June 2013/ KTH, Stockholm Accepted On the Effectiveness of Teaching Sustainable Global Manufacturing with Serious Gaming Heiko Duin, Borzoo Pourabdollahian, Klaus-Dieter Thoben, Marco Taisch BIBA, Polimi ICE 2013 June 2013/ TU Delft, Hague Accepted Education of students on Information and communication technologies supporting the green logistics concept. Jannicke Baalsrud Hauge BIBA ICLST June 2013, Celje, Slowenia Accepted Creating an IoT-Game-Token for a Serious Game in Logistics Jannicke Baalsrud Hauge, Matthias Kalverkamp BIBA 2013 July, 2013, Vienna Accepted Finding the right sensors for logistics IoT services in an experiential training environment Matthias Kalverkamp, Jannicke Baalsrud Hauge, Klaus-Dieter Thoben BIBA ICE 2013 July, 2013, Vienna Accepted The use of Living labs for developing IoT services in supply chains Jannicke Baalsrud Hauge, Matthias Kalverkamp BIBA 2013 July, 2013, Vienna Accepted July, 2013, Vienna Accepted 7 Name Contributors Improving the understanding of on Supply Chain interaction among post1st Review Jannicke Baalsrud Hauge, Genova Meeting graduate students6-7 through Christos Braziotis December 2011 the Application of a Business Game European Commission ISL 013 Information Society and Media BIBA, UNOTT Events Name Theme Activities Partners involved Month/Place 1st IFIP WG5.7 Spring School for doctoral students Operations and Supply Chain Management Introduction of Serious Gaming: Lego racer game, Logistics board game, Seconds BIBA, Polimi, ETH March 2013/BIBA, Bremen 9th Joint European Summer School- JTEL 2013 Technology Enhanced Learning Designing SGs to Enhance Professional Skills of Engineering Students Polimi, RWTH May 2013/ Cyprus University of Technology, Limassol Genova December 6-7 2011 1st Review Meeting European Commission Information Society and Media 8