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.).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Poor, P., Kuchtova, N., Simon, M.: Machinery maintenance as part of facility management. Procedia Eng. 69, 1276–1280 (2014)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Verner, I.M., Gamer, S.: Robotics laboratory classes for spatial training of novice engineering students. Int. J. Eng. Educ. 31(5), 1376–1388 (2015)
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
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)
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
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)
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)
Kopecek, P.: Job shop scheduling in mechanical engineering. In: Annals of DAAAM and Proceedings of the International DAAAM Symposium, pp. 1293–1294 (2011)
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)
Suchý, M.: Diploma thesis “Tvorba vážné hry v konceptu digitální továrny” University of West Bohemia (2013)
Andrle, T.: Diploma thesis “Tvorba výukového programu ve Wintermute Engine” University of West Bohemia (2014)
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)
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)
Liu, D.: Information technology teaching methods in NC teaching. In: 2017 3rd International Conference on Information Management, ICIM 2017, pp. 526 (2017)
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)
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
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
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
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
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
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
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)
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
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
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)