Abstract
The application of serious game arising from their capability to present learning and entertainment simultaneously has been emerging as a popular learning tool in various domains, although they have not reached to the highest potential yet at least in the manufacturing and engineering domain. One of the main reasons could be an extensive fragmentation among stakeholders including designers, users, teachers, students, players and facilitators. GaLA aims to establish a virtual research center in a scientific way where all research and activities on serious games are gathered, organized, integrated and harmonized to be promoted at the international level. Engineering and manufacturing is one of the special interest groups in GaLA. In this paper the result of our efforts are described and the planned practices aiming to diffuse the understanding of how to design serious games well and also to produce the maximum benefit of serious games’ application in engineering and manufacturing is discussed.
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Pourabdollahian Tehran, B., Oliveira, M.F., Taisch, M., Baalsrud Hauge, J., Riedel, J.c.k.h. (2014). Status and Trends of Serious Game Application in Engineering and Manufacturing Education. In: Meijer, S.A., Smeds, R. (eds) Frontiers in Gaming Simulation. ISAGA 2013. Lecture Notes in Computer Science, vol 8264. Springer, Cham. https://doi.org/10.1007/978-3-319-04954-0_10
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DOI: https://doi.org/10.1007/978-3-319-04954-0_10
Publisher Name: Springer, Cham
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