2022
DOI: 10.1016/j.cirpj.2021.11.006
|View full text |Cite
|
Sign up to set email alerts
|

Design of serious games in engineering education: An application to the configuration and analysis of manufacturing systems

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
3
0
2

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 18 publications
(5 citation statements)
references
References 33 publications
0
3
0
2
Order By: Relevance
“…“We present a framework for the design of serious games in engineering education, with a specific focus on the definition of intended learning outcomes and the development of the corresponding game activities” (Urgo et al., 2022)…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…“We present a framework for the design of serious games in engineering education, with a specific focus on the definition of intended learning outcomes and the development of the corresponding game activities” (Urgo et al., 2022)…”
Section: Resultsmentioning
confidence: 99%
“…"We present a framework for the design of serious games in engineering education, with a specific focus on the definition of intended learning outcomes and the development of the corresponding game activities" (Urgo et al, 2022) "This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels" (Westera et al, 2008) Game Design Cases (RS2) "This study describes the design of a serious game for social change ('Fact Finders') that presents intergroup conflicts through historical inquiry and multiperspectivity" (Nicolaidou et al, 2022) "In the Loop was developed to provide an experiential learning situation for educating about material criticality and [Circular Economy] CE" (Whalen et al, 2018) Game Experiment Guidelines (RS3)…”
Section: Stream Sentencementioning
confidence: 99%
“…Tradicionalmente se han reconocido diferentes sistemas de fabricación que se pueden clasificar por las características de los tipos de producto, la capacidad de fabricación y la ordenación física de los recursos de producción [10].…”
Section: B Sistemas De Fabricación Y Productividadunclassified
“…En general, se ha evidenciado que el uso de las técnicas de gamificación en los procesos de enseñanza de la Ingeniería Industrial logra aumentar la implicación y la motivación de los estudiantes en su proceso de aprendizaje [10], [11]; combinar teoría y práctica; facilitar la asimilación del aprendizaje; proporcionar una retroalimentación inmediata que no necesariamente llega del docente, sino de los grupos de trabajo, lo cual permite que los errores animen a los estudiantes a intentarlo de nuevo, a continuar aprendiendo y potenciar el espíritu crítico e investigativo frente a un problema que se simula en su entorno de aprendizaje; es decir, se logra convertir el aprendizaje de conceptos que tradicionalmente se conciben como difíciles en algo divertido [12]- [14].…”
Section: Introductionunclassified
“…Instead of serving as a design tool for solving artistic or technical problems, IDSPs seek to systematize the design process ( Nordin, 2018 ; Aldoy and Andrew Evans, 2021 ). As the number of digital natives increases and the range of digital design tools/media expands, the groundwork for a fully digital industrial design process is being laid ( Pauliuk et al, 2022 ; Urgo et al, 2022 ). Using only the perceptual thinking and creativity of industrial designers, or exaggerating the role of quantitative data in the field of emotional cognition, on the other hand ( Venturini, 2022 ), is a more one-sided approach to industrial design ( Xiao and Cheng, 2020 ).…”
Section: Literature Reviewmentioning
confidence: 99%