Serious Gaming: A new way to introduce Product Lifecycle Management

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”.

[1]  Jean-Charles Marty,et al.  Learning Games Factory: Construction of Learning Games Using a Component-Based Approach , 2012 .

[2]  David Gibson,et al.  Games And Simulations in Online Learning: Research and Development Frameworks , 2006 .

[3]  Jean-Charles Marty,et al.  Teaching with game-based learning management systems: Exploring a pedagogical dungeon , 2008 .

[4]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[5]  Yannick Prié,et al.  A Trace-Based System for Technology-Enhanced Learning Systems Personalisation , 2009, 2009 Ninth IEEE International Conference on Advanced Learning Technologies.

[6]  Claudia Adams,et al.  The use of computer games as an educational tool: identification of appropriate game types and game elements , 1999, Br. J. Educ. Technol..

[7]  Raquel Hijon,et al.  E-learning Platforms Analysis and Development of Students Tracking Functionality , 2006 .

[8]  C.V. de Carvalho,et al.  Work in progress - learning through role play games , 2008, 2008 38th Annual Frontiers in Education Conference.

[9]  Peter Brusilovsky,et al.  Adaptive Hypermedia , 2001, User Modeling and User-Adapted Interaction.

[10]  Noam Chomsky Language and thought , 1993 .

[11]  P. Dillenbourg,et al.  The evolution of research on collaborative learning , 1996 .

[12]  Melanie Zibit,et al.  Online Games for 21st Century Skills , 2007 .

[13]  Allyson Hadwin,et al.  Innovative ways for using gStudy to orchestrate and research social aspects of self-regulated learning , 2010, Comput. Hum. Behav..

[14]  Carl Gutwin,et al.  A Descriptive Framework of Workspace Awareness for Real-Time Groupware , 2002, Computer Supported Cooperative Work (CSCW).

[15]  Jean-Charles Marty,et al.  Towards a structured approach to the definition of indicators for collaborative activities in engineering design , 2012 .

[16]  Tao Wang Yu,et al.  Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games , 2009 .

[17]  Jean-Charles Marty,et al.  Observation of Collaborative Activities in a Game-Based Learning Platform , 2011, IEEE Transactions on Learning Technologies.

[18]  Jean-Charles Marty,et al.  Collaborative Indicators in Learning Games: An Immersive Factor , 2008 .

[19]  Yvonne de Kort,et al.  People, places, and play: player experience in a socio-spatial context , 2008, CIE.