2018
DOI: 10.1016/j.promfg.2018.02.142
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Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability

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Cited by 77 publications
(46 citation statements)
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“…In [20] the authors bridge the concepts of gamification and knowledge sharing to propose an integrative conceptual framework of organizational learning that can be utilized as a reference for gamifying their knowledge sharing practices. Another conceptual framework related to the development of gamified applications in the context of sustainable manufacturing and Industry 4.0 training and education is proposed in [21]. In [22], the authors propose a model for the development of serious games for learning and acquisition of certain competencies in the context of Industry 4.0.…”
Section: Related Workmentioning
confidence: 99%
“…In [20] the authors bridge the concepts of gamification and knowledge sharing to propose an integrative conceptual framework of organizational learning that can be utilized as a reference for gamifying their knowledge sharing practices. Another conceptual framework related to the development of gamified applications in the context of sustainable manufacturing and Industry 4.0 training and education is proposed in [21]. In [22], the authors propose a model for the development of serious games for learning and acquisition of certain competencies in the context of Industry 4.0.…”
Section: Related Workmentioning
confidence: 99%
“…He describes the application of these concepts in the Industry 4.0 Learning Factory at TU Wien. Paravizo et al (2018) explores gamification to support manufacturing education in Industry 4.0 as an enabler for innovation and sustainability. He discusses learning and education as well as game-based learning and gamification.…”
Section: Resultsmentioning
confidence: 99%
“…Образовательная деятельность является сложным многоплановым процессом как со стороны преподавателя, так и со стороны обучаемого. Включение элементов игры позволяет увеличить вовлеченность обучаемых в образовательный процесс, влиять на их поведение и эффективность обучения [8].…”
Section: игровые технологии и геймификация постановка проблемыunclassified