Abstract
Previous studies have shown that the learning performance of students greatly increases once personal experiences are made possible. In construction education, few serious gaming environments are available to boost the students’ thirst of discovery and interaction. As of now, theoretical content like lean principles is often taught by frontal classroom style teaching. This paper describes the development and preliminary testing of a first of a kind serious gaming platform that introduces construction engineering and management students to hands-on learning. The novelty of the developed platform is that it combines the previously separate methods of Building Information Modeling (BIM), Internet of things (IoT), and Lean Construction (LC) in one (serious) game. Technical aspects of the platform and results to its evaluation in a classroom setting are presented. The added value to learning is shown as part of learning curves automatically generated from the players’ data. While such data were previously not available, some still existing limitations and an outlook present the next steps in establishing such serious games in construction education.
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Acknowledgements
Research activities have been partially funded by the DAAD-MIUR Joint Mobility Program and the Erasmus+ for Traineeship Program that the University of Brescia was awarded with the Ruhr-Universität Bochum. The authors would like to acknowledge Valentina Marchetti and Chiara Minucchi, from the University of Brescia, for the precious support to data collection and analysis.
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Tagliabue, L.C., Mastrolembo Ventura, S., Teizer, J., Ciribini, A.L.C. (2021). A Serious Game for Lean Construction Education Enabled by Internet of Things. In: Mealha, Ă“., Rehm, M., Rebedea, T. (eds) Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies, vol 197. Springer, Singapore. https://doi.org/10.1007/978-981-15-7383-5_19
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DOI: https://doi.org/10.1007/978-981-15-7383-5_19
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