Title: Learning in the Context of ManuSkills: Attracting Youth to Manufacturing Through TEL
Authors: Perini, S., Margoudi, M., Oliveira, M., & Taisch, M.
Abstract: The manufacturing industry plays a pivotal role in the European economy and global competitiveness. Although production technologies and processes are continuously being improved towards the vision of factories of the future, there is a dire shortage of human capital due to skills shortage and mismatch. This paper presents the results of studies carried out in Europe on how to leverage ICT (virtual reality, serious games, teaching factory and simulations) to increase the awareness and interest of young talent in manufacturing education. A total of 24 field experiments was conducted across 5 European countries with a sample of 461 students of different age-groups, namely primary (children), secondary (teenagers) and tertiary education (young adults) with particular focus on secondary-school students. The analysis of the results are encouraging, demonstrating an impact achieved, in particular with regards to the youngsters with lowest levels of awareness and interest.
Keywords: Technology enhanced learning, Awareness, Interest, Manufacturing
Title: Using Drawings as an Assessment Tool: The Impact of EcoFactory Serious Game in Primary Education
Authors: Margoudi, M., Oliveira, M., Perini, S., & Taisch, M.
Abstract: EcoFactory is a serious game addressing late-primary and early secondary school students. Its purpose is to raise both awareness and interest of the young students regarding sustainable manufacturing. The serious game provides children with a didactical experience, which is fun, on how manufacturing and sustainability can live together, along three dimensions: society, environment and economic cost. In order to achieve this goal, EcoFactory consists of a virtual factory where young children are challenged with decisions on product design, shopfloor configuration and human resource management, with the aim of achieving sustainable production that is also profitable. This paper presents the impact assessment of EcoFactory on the level of awareness of late-primary students with regards to sustainable manufacturing. Two separate case studies were conducted in primary school settings totalling 43 Italian students. For the majority of the students, it was the first time that they encountered either the concept of manufacturing, or sustainability. The paper describes the methodology that was devised for an age appropriate assessment using drawings complemented by a small questionnaire derived from the "Draw-An-Engineer" questionnaire. These drawings were supplemented and triangulated with data from semi-structured interviews and observations made in situ by a researcher.
Keywords: Awareness, serious games, assessment, drawings, manufacturing, EcoFactory
Title: Serious gaming in manufacturing education. In International Conference on Serious Games Development and Applications
Authors: Oliveira, M., Cerinsek, G., Duin, H., & Taisch, M
Abstract: The human capital for the European Factories of the Future is the key enabler to competing in high value manufacturing. Therefore, the education and training schemes for young talents, supported by new and rapidly developing ICT technologies, have to be flexible and adaptable to the future manufacturing needs. New approaches for managing knowledge and developing skills will be required so that the manufacturing decision making can be dispersed in the production level. In order for the best of European human capital to be a center of attention, the weak societal appeal of manufacturing has to be overcome as evidenced in the decline of student interest in Science, Technology, Engineering and Mathematics (STEM) subjects. The aim of the paper is to focus on a sample of current offer of serious games in manufacturing education. Although manufacturing education have been using simulations in facilitating a better understanding of the theoretical concepts, the transition to using serious games is prone to mistakes. This paper presents the comparative analysis of three existing serious games in manufacturing education, assessing the game design and pedagogical underpinnings of the serious games. The result of the analysis has yielded a set of guidelines that supports the development of serious games in manufacturing education.
Keywords: Serious games, manufacturing education
Title: Game-Based Learning of Musical Instruments: A Review and Recommendations
Authors: Margoudi, M., Oliveira, M., & Waddell, G.
Abstract: The process of learning and mastering a musical instrument is extremely complex and prone to challenges. Students engage with their teacher for a relatively limited time and subsequently undertake long periods of private study based on the guidance received. This time away from formal feedback leaves them prone to the development of bad technical and practice habits, to burnout from the solitary nature of practice, and to a lack of external motivation to improve. Furthermore, the great deal of time and effort required to master a musical instrument amplifies the effects of inefficient practice, and the highly complex nature of the material being learned can both lead to subjective and vague and the belief in the need for excessively long hours of repetitive practice to acquire technical skills. These factors can have negative consequences for the learner, ranging from frustration stemming from lack of progress, high abandonment rates, and psychological and physiological health problems. Game-based learning solutions are well-suited to address the challenges experienced by student, capitalizing on constant advances in technology such as the use of immersive or embodied controllers and interfaces that use gesture recognition as input. This paper reviews the current state-of-the-art in the use of game-based learning practices and tools (e.g. serious games) in music learning, taking the violin as a case study. It finds that, while progress is being made, relatively little has been done to leverage game-based learning to improve musicians' experience. The paper will outline the requirements and pitfalls associated to the culture of high performance and mainstream music students and conclude with a series of recommendations for those developing-game based learning solutions.
Keywords: Game-based learning, music teaching, violin, serious games, performance training
Title: Real-life Learning Lab Model engaging
interdisciplinary groups of students working on real-life industry and societal
Authors: Cerinsek, G., Podjed, D., Dolinsek, S.
for Innovation and Development of University of Ljubljana, Research Centre of
the Slovenian Academy of Sciences and Arts
Type: Article on conference
This paper is addressing the lack of
university-business cooperation which can lead to mismatch of students’ skills,
especially in the fields of sociology, psychology and anthropology. The paper
has two main objectives: 1) to present the developed real-life learning lab
model integrating the people-centred development approaches as effective
university-business cooperation mechanism; 2) to demonstrate different lessons
learnt deriving from the evaluation of the pilot case studies. Our study
demonstrates that implementation of the model can produce several benefits for
the involved target groups (i.e. students, academic staff, industry
professionals); however, several risk factors can occur. An efficient
engagement strategy should define and communicate the characteristics that each
specific project has to address in order to bring value for all stakeholders
Keywords: People-centred development approach, real-life
learning lab, sustainable living, university-business cooperation