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Digital game-based learning is a type of gameplay with a set of defined learning outcomes. Such gameplays are typically instrumented to collect data for assessing the learning outcomes. However, when the gameplay and data collection take place on a mobile device such as iPad, it becomes very difficult for a teacher to view the collected data on dozens of mobile devices used by students. This paper...
Digital Education Games (DEGs) have become increasingly popular as an educational tool in schools and for training professionals. However a review of literature has shown the limited use of such games in teaching concepts related to Maintenance, Repair and Operations (MRO) in the engineering field. The contribution of this paper and the DEG is specific to MRO in offshore wind energy. In our DEG the...
An autonomous mobile robot, working with human teammates, should be equipped to intelligently react to changes in team behavior without relying on directives from human team members. To respond appropriately to changes in team behavior, the robot should detect when these situations occur, and correctly classify the new team behavior. We demonstrate a method for detecting and classifying behavior changes...
Usability refers to the ease-of-use, learnability, and satisfaction of an individual's interactions with an interface. With the increased fielding of constructive simulation and personal computer-based simulation for training, there is a growing need for proper usability evaluations during the developmental phase of a product's lifecycle to ensure higher rates of effective use, understanding, and...
Gaming simulation allows innovation stakeholders to experiment with innovations in a shielded environment. The main contribution to innovation processes is not solely the provision of knowledge to stakeholders but also the manipulation of process volatility. Volatility is the speed and magnitude by which innovations, stakeholders and institutions change during the process, creating unpredictability...
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