SIG3_2

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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
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