Skip to main content

Serious Games in Mechanical Engineering Education

  • Conference paper
  • First Online:
Research & Innovation Forum 2019 (RIIFORUM 2019)

Part of the book series: Springer Proceedings in Complexity ((SPCOM))

Included in the following conference series:

Abstract

The aim of this paper is to explore the possibilities and limits of using serious computer games in mechanical engineering education. Mechanical engineering has long struggled around the world due to a shortage of students, so it is necessary to constantly look for opportunities to make learning more attractive. Contemporary students are equipped with sufficient competences and technical equipment for effective learning in the virtual environment of computer games, so a whole range of sub-projects in the field of gaming education are being carried out throughout the world. A serious game or applied game is a game designed for a primary purpose other than pure entertainment, most likely for education. A reference serious game called ‘Manager Simulator’ was developed over three years. The technical means of development were verified through this. In addition, another serious game, ‘Workshop’, was developed, that guides the student through a virtual production process. The student has to produce machine parts according to the specified production processes and blueprints. Machines and tools are available for the purpose. Some of the machine equipment have commentary within the interactive tutorial. The student then tries their own production. The game responds to their activities and actions (for example, if the product is forgotten when turning or milling, then the part may be rendered unusable, etc.).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Poor, P., Kuchtova, N., Simon, M.: Machinery maintenance as part of facility management. Procedia Eng. 69, 1276–1280 (2014)

    Article  Google Scholar 

  2. Lee, W.B., Li, J.G., Cheung, C.F.: Development of a virtual training workshop in ultra-precision machining. Int. J. Eng. Educ. 18(5), 584–596 (2002)

    Google Scholar 

  3. Fillatreau, P., Fourquet, J.-Y., Le Bolloc’H, R., Cailhol, S., Datas, A., Puel, B.: Using virtual reality and 3D industrial numerical models for immersive interactive checklists. Comput. Ind. 64(9), 1253–1262 (2013)

    Article  Google Scholar 

  4. Lu, S.C.-Y., Shpitalni, M., Gadh, R.: Virtual and augmented reality technologies for product realization. CIRP Ann.—Manufact. Technol. 48(2), 471–495 (1999)

    Article  Google Scholar 

  5. Neamţu, C., Hurgoiu, D., Popescu, S., Dragomir, M., Osanna, H.: Training in coordinate measurement using 3D virtual instruments. J. Int. Measur. Confideration 45(10), 2346–2358 (2012)

    Article  Google Scholar 

  6. Mukhanov, B., Omirbekova, Z., Alimanova, M., Jumadilova, S., Kozhamzharova, D., Baimuratov, O.: A model of virtual training application for simulation of technological processes. Procedia Comput. Sci. 56(1), 177–182 (2015)

    Article  Google Scholar 

  7. Torres, F.G.: Model engineering of ancient and historical machines as a training tool for mechanical engineering students. Int. J. Eng. Educ. 27(3 Part 1), 591–596 (2011)

    Google Scholar 

  8. Cruz-Neira, C.: Making virtual reality useful: a report on immersive applications at Iowa State University. Future Gener. Comput. Syst. 14(3–4), 147–155 (1998)

    Article  Google Scholar 

  9. Foroudi, F., Wong, J., Kron, T., Roxby, P., Haworth, A., Bailey, A., Rolfo, A., Paneghel, A., Styles, C., Laferlita, M., Tai, K.H., Williams, S., Duchesne, G.: Development and evaluation of a training program for therapeutic radiographers as a basis for online adaptive radiation therapy for bladder carcinoma. Radiography 16(1), 14–20 (2010)

    Article  Google Scholar 

  10. Rodrígez-Andrés, D., Juan, M.C., Mollá, R., Méndez-López, M.: A 3D serious game for dental learning in higher education. In: IEEE 17th International Conference on Advanced Learning Technologies (ICALT), Timisoara, 2017, pp. 111–115 (2017). https://doi.org/10.1109/icalt.2017.29

  11. Addy, T.M., Dube, D., Croft, C., Nardolilli, J.O., Paynter, O.C., Hutchings, M.L., Reeves, P.M.: Integrating a serious game into case-based learning. Simul. Gaming 49(4), 378–400 (2018). https://doi.org/10.1177/1046878118779416

    Article  Google Scholar 

  12. Verner, I.M., Gamer, S.: Robotics laboratory classes for spatial training of novice engineering students. Int. J. Eng. Educ. 31(5), 1376–1388 (2015)

    Google Scholar 

  13. Pourabdollahian, B., Taisch, M., Kerga, E.: Serious games in manufacturing education: evaluation of learners’ engagement. Procedia Comput. Sci. 15, 256–265 (2012). ISSN 1877-0509

    Article  Google Scholar 

  14. Jönsson, A., Wall, J., Broman, G.: A virtual machine concept for real-time simulation of machine tool dynamics. Int. J. Mach. Tools Manuf. 45(7–8), 795–801 (2005)

    Article  Google Scholar 

  15. De Gloria, A., Bellotti, F., Berta, R.: Serious games for education and training. Int. J. Serious Games, 1 (2014). https://doi.org/10.17083/ijsg.v1i1.11

  16. Markopoulos, A.P., Fragkou, A., Kasidiaris, P.D., Davim, J.P.: Gamification in engineering education and professional training. Int. J. Mech. Eng. Educ. 43(2), 118–131 (2015)

    Article  Google Scholar 

  17. De Freitas, S., Jarvis, S.: Serious games—engaging training solutions: a research and development project for supporting training needs: Colloquium. Br. J. Educ. Technol. 38(3), 523–525 (2007)

    Article  Google Scholar 

  18. Kopecek, P.: Job shop scheduling in mechanical engineering. In: Annals of DAAAM and Proceedings of the International DAAAM Symposium, pp. 1293–1294 (2011)

    Google Scholar 

  19. Arnab, S., Bhakta, R., Merry, S.K., Smith, M., Star, K., Duncan, M.J.: Competition and collaboration using a social and gamified online learning platform. In: Boyle, L., Connolly, T.M. (ed.). Proceedings of the European Conference on Games-based Learning, pp. 19–26. Academic Conferences and Publishing International Limited, Reading (2016)

    Google Scholar 

  20. Suchý, M.: Diploma thesis “Tvorba vážné hry v konceptu digitální továrny” University of West Bohemia (2013)

    Google Scholar 

  21. Andrle, T.: Diploma thesis “Tvorba výukového programu ve Wintermute Engine” University of West Bohemia (2014)

    Google Scholar 

  22. Marayong, P., Li, M., Okamura, A.M., Hager, G.D.: Spatial motion constraints: Theory and demonstrations for robot guidance using virtual fixtures. In: Proceedings—IEEE International Conference on Robotics and Automation, pp. 1954 (2003)

    Google Scholar 

  23. Boeker, M., Andel, P., Vach, W., Frankenschmidt, A.: Game-based e-learning is more effective than a conventional instructional method: A randomized controlled trial with third-year medical students. PLoS ONE 8(12) (2013)

    Article  Google Scholar 

  24. Liu, D.: Information technology teaching methods in NC teaching. In: 2017 3rd International Conference on Information Management, ICIM 2017, pp. 526 (2017)

    Google Scholar 

  25. Wilson, C., Bennett, W., Jr., Guarino, S., Bove, K., Cain, T.L.: Applying a user-centered design approach to developing game-based training environments for aircraft maintainers. In: End-User Considerations in Educational Technology Design, pp. 217–236 (2017)

    Google Scholar 

  26. Khlaisang, J., Songkram, N.: Designing a virtual learning environment system for teaching twenty-first century skills to higher education students in ASEAN. Technol. Knowl. Learn. 24 (2019). https://doi.org/10.1007/s10758-017-9310-7

    Article  Google Scholar 

  27. Topu, FB., Goktas, Y.: The effects of guided-unguided learning in 3d virtual environment on students’ engagement and achievement. Comput. Hum. Behav. 92 (2019). https://doi.org/10.1016/j.chb.2018.10.022

    Article  Google Scholar 

  28. Voinescu, A., David, D.: The effect of learning in a virtual environment on explicit and implicit memory by applying a process dissociation procedure. Int. J. Hum. Comput. Interact. 35 (2019). https://doi.org/10.1080/10447318.2018.1424102

    Article  Google Scholar 

  29. Grech, A., Cassar, M.: Can virtual learning environments be used as research platforms? Nurse Res. 26 (2018). https://doi.org/10.7748/nr.2018.e1568

    Article  Google Scholar 

  30. King, D., Tee, S., Falconer, L., Angell, C., Holley, D., Mills, A.: Virtual health education: scaling practice to transform student learning using virtual reality learning environments in healthcare education to bridge the theory/practice gap and improve patient safety. Nurse Educ. Today 71 (2018). https://doi.org/10.1016/j.nedt.2018.08.002

    Article  Google Scholar 

  31. Gorbanev, I., Agudelo-Londoño, S., González, R.A., Cortes, A., Pomares, A., Delgadillo, V., Muñoz, Ó.: A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Med. Educ. Online 23(1) (2018). https://doi.org/10.1080/10872981.2018.1438718

    Article  Google Scholar 

  32. Bowman, D.A., Hodges, L.F.: Evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments. In: Proceedings of the Symposium on Interactive 3D Graphics, pp. 35 (1997)

    Google Scholar 

Download references

Acknowledgements

This paper was prepared with the support of the Internal Science Foundation of the University of West Bohemia SGS-2018-031.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lucie Rohlíková .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Hořejší, P., Vyšata, J., Rohlíková, L., Polcar, J., Gregor, M. (2019). Serious Games in Mechanical Engineering Education. In: Visvizi, A., Lytras, M. (eds) Research & Innovation Forum 2019. RIIFORUM 2019. Springer Proceedings in Complexity. Springer, Cham. https://doi.org/10.1007/978-3-030-30809-4_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-30809-4_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-30808-7

  • Online ISBN: 978-3-030-30809-4

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics