Classification of Games-Based Learning for Industry 4.0

Aktivitet: Tale eller præsentation - typerForedrag 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)

TitelGames-Based Learning Virtual Conference 2024
Forkortet titelGBLVC 2024
Dato07/06/202409/06/2024
Hjemmeside
Afholdelsesstedonline
Land/OmrådeUSA
Grad af anerkendelseInternational begivenhed

    Forskningsområder

  • Gamification, Industri 4.0, spilforskning, industriel produktion

ID: 393982012