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Serious Gaming: A New Way to Introduce Product Lifecycle Management

机译:严肃的游戏:一种推出产品生命周期管理的新方法

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Our research work deals with the development of new learning environments, and we are particularly interested in Games-based Learning. We have developed our own learning environment where we apply the metaphor of exploring a virtual 3D world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In this article, we explain how this work has been applied to the industrial domain in order to "conduct the change". Although the users appreciate this approach, there is an obvious need for information about learners' skills, especially for the teacher. For that purpose, we have equipped the different tools belonging to the learning environment to allow tracing facilities. We can thus update the learners' model when particular events occur, by using both data collected from traces resulting from the (collaborative) learning activity and information collected from the specific business tool integrated in the game. In this article, we first describe the Game-based learning environment that we have developed. We then focus on how to obtain general information contained in the user profile from basic user's actions (traces). We give details and results on the experiment that we have set up to understand Product Lifecycle Management in such a learning environment. A real experiment has been made at our university in the PLM domain with the help of a company validating the feasibility of the approach.
机译:我们的研究工作涉及新的学习环境的发展,我们对基于游戏的学习特别感兴趣。我们开发了我们自己的学习环境,我们应用了探索虚拟3D世界的隐喻,每个学生都开始寻求寻求,以便收集与学习活动相关的知识。在本文中,我们解释了这项工作如何应用于工业领域,以“进行改变”。虽然用户欣赏这种方法,但有关学习者技能的信息,尤其是老师的信息。为此目的,我们已经装备了属于学习环境的不同工具,以允许追踪设施。因此,当特定事件发生时,我们可以通过使用由(协作)学习活动和从游戏中集成的特定商业工具所收集的信息收集的迹线收集的数据来更新学习者的模型。在本文中,我们首先描述了我们开发的基于游戏的学习环境。然后,我们专注于如何从基本的用户的操作(痕迹)获取用户配置文件中包含的一般信息。我们在实验中提供详细信息并结果我们已在此类学习环境中了解产品生命周期管理。我们的大学在PLM域中进行了真正的实验,借助于验证方法的可行性。

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