scholarly journals A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management

Electronics ◽  
2021 ◽  
Vol 10 (7) ◽  
pp. 838
Author(s):  
Martin Krajčovič ◽  
Gabriela Gabajová ◽  
Beáta Furmannová ◽  
Vladimír Vavrík ◽  
Martin Gašo ◽  
...  

(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.

2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
Vol 13 (14) ◽  
pp. 7916
Author(s):  
Martin Krajčovič ◽  
Gabriela Gabajová ◽  
Marián Matys ◽  
Patrik Grznár ◽  
Ľuboslav Dulina ◽  
...  

The article deals with the design of virtual reality (VR) interactive training as a teaching method and its effect on knowledge transfer and retention of students. The first part presents the methodology of the VR interactive training design. The second part utilizes the created interactive training for a case study to evaluate its effect on the teaching process and to examine the potential of VR interactive training as a sustainable teaching method. The study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering, University of Žilina. Volunteers were divided into two groups. The first group used VR interactive training as a teaching method, while the second group used the conventional method. Both groups then underwent tests. The main goal was to evaluate the effect of the VR interactive training on the teaching process in comparison to the conventional method while trying to identify the key elements of the VR interactive training design and its influence on knowledge transfer and retention in a sustainable learning environment. At the start of the case study, four hypotheses were formed, questioning the effect of interactive training on knowledge transfer and retention in the long and short term, and its overall influence on the teaching process. Obtained data were then used to evaluate these hypotheses.


Author(s):  
Zahide Yildirim ◽  
Eylem Kilic

This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.


2020 ◽  
Vol 11 ◽  
Author(s):  
Chris Ferguson ◽  
Herre van Oostendorp

The lostness measure, an implicit and unobtrusive measure originally designed for assessing the usability of hypertext systems, could be useful in Virtual Reality (VR) games where players need to find information to complete a task. VR locomotion systems with node-based movement mimic actions for exploration and browsing found in hypertext systems. For that reason, hypertext usability measures, such as “lostness” can be used to identify how disoriented a player is when completing tasks in an educational game by examining steps made by the player. An evaluation of two different lostness measures, global and local lostness, based on two different types of tasks, is described in a VR educational game using 13 college students between 14 and 18 years old in a first study and extended using 12 extra participants in a second study. Multiple Linear Regression analyses showed, in both studies, that local lostness, and not global lostness, had a significant effect on a post-game knowledge test. Therefore, we argued that local lostness was able to predict how well-participants would perform on a post-game knowledge test indicating how well they learned from the game. In-game experience aspects (engagement, cognitive interest, and presence) were also evaluated and, interestingly, it was also found that participants learned less when they felt more present in the game. We believe these two measures relate to cognitive overload, which is known to have an adverse effect on learning. Further research should investigate the lostness measure for use in an online adaptive game system and design the game system in such a way that the risk of cognitive overload is minimized when learning, resulting in higher retention of information.


2017 ◽  
Vol 7 (1) ◽  
pp. 96
Author(s):  
Zafer Cakmak ◽  
Ismail Hakan Akgün

Ensuring that students reach the determined goals of the courses at the desired level is one of the primary goals of teaching. In order to achieve this purpose, educators use a variety of teaching strategies and methods, and teaching materials appropriate to the content and the subject of the courses in the teaching process. As a matter of fact, it is known that the methods and materials that appeal to different sense organs of the students influence the learning process positively. In addition, the use of various teaching methods, techniques and materials in the teaching process both attract students’ attention and save the lesson from boredom, which affects the learning positively. In the process of teaching students sometimes have problems using their theoretical knowledge in real life situations. In this context, various teaching methods are also used for the practicalization of theoretical knowledge in the teaching processes. The case study method is one of the effective methods to achieve this purpose, because the case study method is a teaching method that enables students to acquire the knowledge and skills to deal with the problem they are working on and to produce information-based solutions in real life situations similar to the situations they are working with. In this study, the literature related to the case study method was examined and the application of the method, its history, application types, points to be considered in the application process, advantages of using the method in the teaching process and its limitations and teaching techniques to be used with the method are explained.


2020 ◽  
Author(s):  
Pedro A. Martínez ◽  
Manuel J. Gómez ◽  
José A. Ruipérez-Valiente ◽  
Gregorio Martínez Pérez ◽  
YJ Kim

Video games have become one of the most popular mediums across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment, and educators are largely supportive of using games in classrooms. However, the implementation of educational games as part of the curriculum and classroom practices has been rather scarce. One of the main barriers is that teachers face to actually know how their students are using the game so that they can analyze properly the effect of the activity and the interaction of students. Therefore, to support teachers to fully leverage the potential benefits of games in classrooms and make data-based decisions, educational games should incorporate learning analytics by transforming click-stream data generated from the gameplay into meaningful metrics and present visualizations of those metrics so that teachers can receive the information in an interactive and friendly way. For this work, we use data collected in a case study where teachers used Shadowspect geometry puzzle games in their classrooms. We apply learning analytics techniques to generate a series of metrics and visualizations that seek to facilitate that teachers can understand the interaction of students with the game. In this way, teachers can be more aware of the global progress of the class and each one of their students at an individual level, and intervene and adapt their classes when necessary.


2014 ◽  
Vol 11 (1) ◽  
pp. 369-391 ◽  
Author(s):  
Javier Torrente ◽  
Blanco del ◽  
Ángel Serrano-Laguna ◽  
José Vallejo-Pinto ◽  
Pablo Moreno-Ger ◽  
...  

In this paper we analyze how to increase the level of accessibility in videogames by adding support for it in game authoring software. This approach can reduce the effort required to make a game accessible for people with disabilities, resulting in significant savings. A case study is presented to support the approach based on the eAdventure educational game authoring platform, which allows semi-automatic adaptation of the games. The game, "My First Day At Work", was made accessible for students with different disability profiles, mainly blindness, low vision and limited mobility, although hearing and cognitive disabilities are also considered. Results show that the effort needed to make the games accessible is moderate in comparison to the total effort dedicated to game development. Although the specific solutions proposed are optimized for educational games, they could be generalized to other game frameworks and purposes (e.g. entertainment, advertising, etc.).


Author(s):  
Verónica Paola Rossado Espinoza ◽  
Daniel Cardenas-Salas ◽  
Angela Cabrera ◽  
Lucía Coronel

Virtual Reality (VR) is the term often used to describe a 3D environment where objects and images of the real world are simulated through technology. In Architecture or Civil Engineering, the design process with 2D planes could lead to error due to misinterpretation in the visualisation of elements. The civil engineering programme of a University mandates teaching of the BIM methodology in all courses, allowing the students to learn about the organisation and optimisation of projects from design to construction. The engineering students are required to manage many variables with BIM methodology, especially in mechanical, electrical and plumbing systems (MEP). Nevertheless, the BIM´s teaching method could be enriched by analysing 3D project models using virtual reality (VR). Whereas BIM organises and optimises a project through a 3D model, VR can introduce the user into a model very close to reality, improving the interpretation and analysis of details. The present study contributes to the implementation of a Plumbing Engineering course in a Civil Engineering programme. The proposed methodology was applied in an experimental group of undergraduate students and test results compared with a corresponding group that made used of a traditional approach. Based on the results of the study, students can visualise the accessories and recognise a good design in a creative and innovative way using the VR–BIM method


2021 ◽  
Vol 13 (14) ◽  
pp. 7919
Author(s):  
Juan Chen ◽  
Shuxia Yang ◽  
Bing Mei

Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.


2003 ◽  
Vol 4 (4) ◽  
pp. 217-221
Author(s):  
Manuela Tvaronavičiene ◽  
Romualdas Ginevičius

In the article a case study method, which is amply used at Harvard Business School in United State of America and also at European Business Schools characterized by top ratings, has been analyzed. A case study method, as teaching tool of business management students and executives, accomplishes and enriches conventional methods of teaching, such as lecturing, assigning of practical tasks, reading of specialty literature etc. Nevertheless, despite popularity of a case study method among prestigious Business Schools, various approaches to definition of a proper for teaching process case could be found, also different emphasizes on process of application of this teaching method have been put. The article deals with following issues: at first, characteristic features of case making it proper for teaching purposes have been considered; the second, detailed a case analysis’ methodic, which enabled to increase efficiency of teaching process of business management in universities, has been presented. The methodic has been drawn up having objective more expressed orientation of teaching process to application of theoretical frameworks to solving real issues in specific business situations and development of concrete business decisions and also to form skills how to predict and evaluate plausible outcomes of alternative decisions. Practical application of a case study method let to accelerate acquisition of practical skills of students and make them better prepared for searching successful business decisions.


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