Classification of Games-Based Learning for Industry 4.0
Aktivitet: Tale eller præsentation - typer › Foredrag og mundtlige bidrag
Lars Konzack - Andet
Serious games and gamification experiences have seamlessly integrated into the world of industrial production. In the age of Industry 4.0 and smart manufacturing, technological solutions facilitate the incorporation of gamification, simplifying the learning curve for neophytes in factory work while concurrently presenting seasoned workers with more intricate challenges, thereby fostering engagement and work-related satisfaction. Serious games and gamification can be categorized into three distinct domains: 1) Learning While Working (LWW), 2) Idle Time Training (ITT), and 3) Non-Factory Instructional Games (NFIG). Each of these domains confers unique advantages in the conception and development of serious games and gamification experiences.
9 jun. 2024
Begivenhed (Konference)
Titel | Games-Based Learning Virtual Conference 2024 |
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Forkortet titel | GBLVC 2024 |
Dato | 07/06/2024 → 09/06/2024 |
Hjemmeside | |
Afholdelsessted | online |
Land/Område | USA |
Grad af anerkendelse | International begivenhed |
- Gamification, Industri 4.0, spilforskning, industriel produktion
Forskningsområder
ID: 393982012