Skip to main content

A Serious Game Environment to Support Organisational Changes in Enterprise

  • Chapter
  • First Online:
Ubiquitous and Mobile Learning in the Digital Age

Abstract

Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users’ collaboration in these environments. We believe that game-based learning can significantly enhance learning and can also be used in industry. Although the students appreciate this approach, there is an obvious need for information about students’ skills, especially for the teacher. In our approach, the users may interact directly with each other and in the game with a professional business tool. These tools are equipped to be traced, and we can thus update the user model of the students when particular events occur, by using both data collected from traces resulting from the collaborative learning activity and information collected from the specific business tool integrated in the game. In this chapter, we focus on the teacher’s need for information when the students are using a specific but external professional business tool in the product lifecycle management domain. The “learning adventure” environment that we describe is a generic game-based platform allowing to set up a collaborative learning session with observation facilities of the system. The aim of this chapter concerns the application of such serious game environment to a concrete problem: to support organisational change in industry by helping to understand product lifecycle management (PLM). Real experiments have been made at our university in the PLM domain and in industry with the help of a company validating the feasibility of the approach.

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 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
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

Notes

  1. 1.

    The user plays the role of a specific character represented by an avatar who evolves during the game (skills, behaviours, appearance, etc.).

  2. 2.

    Industrial partners of this research work are belonging to this type of enterprises.

  3. 3.

    The environment is generic and each pedagogical scenario implemented in it represents a learning session (corresponding to a “classical” course without such a numeric environment).

  4. 4.

    http://www.reddwarfserver.org/.

References

  • Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). The use of computer games as an educational tool: Identification of Appropriate Game Types and Game Elements. British Journal of Educational Technology, 30(4), 311–321.

    Article  Google Scholar 

  • Baptista, R., & Vaz de Carvalho, C. (2008). Funchal 500 years: Learning through role play games. In Proceedings of ECGBL’08, Barcelona.

    Google Scholar 

  • Bisognin, L., Carron, T., & Marty, J. -C. (2010). Learning games factory: Construction of learning games using a component-based approach. In Proceedings of European conference on games based learning (ECGBL), Copenhagen.

    Google Scholar 

  • Carron, T., Marty, J.-C., & Heraud, J. -M. (2008). Teaching with game based learning management systems: Exploring and observing a pedagogical dungeon. Simulation & Gaming Special issue on eGames and Adaptive eLearning, 39(3), 353–378.

    Google Scholar 

  • Carron, T., Marty, J. C., Heraud, J. M., & France, L. (2006). Helping the teacher to re-organize tasks in a collaborative learning activity: An agent based approach. In Sixth IEEE international conference on advanced learning (ICALT’06), Kerkrade, pp. 552–554.

    Google Scholar 

  • de Kort, Y. A. W., & Ijsselsteijn, W. A. (2008). People, places, and play: Player experience in a socio-spatial context. Computers in Entertainment, 6(2), 1–31.

    Article  Google Scholar 

  • Dillenbourg, P., Baker, M., Blaye, A., & O’Malley, C. (1996). The evolution of research on collaborative learning. In E. Spada & P. Reiman (Eds.), Learning in humans and machine: Towards an interdisciplinary learning science (pp. 189–211). Oxford: Elsevier.

    Google Scholar 

  • Fink, J., & Kobsa, A. (2000). A review and analysis of commercial user modeling servers for personalization on the World Wide Web. User Modeling and User-Adapted Interaction, Special Issue on Deployed User Modeling, 10(2–3), 209–249.

    Article  Google Scholar 

  • France, L., Heraud, J. -M., Marty, J. -C., Carron, T., & Heili, J. (2006). Monitoring virtual classroom: Visualization techniques to observe student activities in an e-learning system. In IEEE international conference on advanced learning (ICALT’06). IEEE Computer Society, pp. 716–720.

    Google Scholar 

  • Galarneau, L., & Zibit, M. (2007). Online game for 21st century skills. In D. Gibson, C. Aldrich, & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks (pp. 59–88). Hersey: Information Science.

    Google Scholar 

  • Gendron, E., Carron, T., & Marty, J. -C. (2008, October). Collaborative indicators in Learning Games: An immersive factor. In 2nd European conference on games based learning, Barcelona.

    Google Scholar 

  • Gutwin, C., & Greenberg, S. (2002). A descriptive framework of workspace awareness for real-time groupware. In Computer supported cooperative work (Vol. 11, pp. 411–446). Dordrecht: Kluwer.

    Google Scholar 

  • Hadwin, A. F., Oshige, M., Gress, C. L. Z., & Winne, P. H. (2010). Innovative ways for using gStudy to orchestrate and research social aspects of self-regulated learning. Computers in Human Behavior, Advancing Educational Research on Computer-Supported Collaborative Learning (CSCL) through the use of gStudy CSCL Tools, 26(5), 794–805.

    Google Scholar 

  • Hijon, R., & Carlos, R. (2006). E-learning platforms analysis and development of students tracking functionality. In Proceedings of the 18th world conference on educational multimedia, hypermedia & telecommunications, pp. 2823–2828.

    Google Scholar 

  • Kadiri, S., Pernelle, P., Delattre, M., & Bouras, A. (2009). Current situation of PLM systems in SME/SMI: Survey’s results and analysis. In PLM’09, Bath, UK.

    Google Scholar 

  • Kian-Sam, H., & Chee-Kiat, K. (2002). Computer anxiety and attitudes toward computers among rural secondary school teachers: A Malaysian perspective. Journal of Research on Technology in Education, 35(1), 27–49.

    Google Scholar 

  • Marty, J.-C., & Carron, T. (2011). Observation of collaborative activities in a game-based learning platform. Transactions on Learning Technologies (TLT), 4(1), 98–110.

    Article  Google Scholar 

  • Marty, J. -C., Carron, T., & Heraud, J. -M. (2009). Traces and Indicators: Fundamentals for regulating learning activities. In Teachers and teaching: Strategies, innovations and problem solving (pp. 323–349). New York: Nova.

    Google Scholar 

  • Prensky, M. (2000). Digital game-based learning. New York: MacGraw Hill.

    Google Scholar 

  • Vygotski, L. S. (1934). Language and thought. Moscow: Gosizdat.

    Google Scholar 

  • Yu, T. W. (2009). Learning in the virtual world: The pedagogical potentials of massively multiplayer online role playing games. International Education Studies, 2(1), 32–38.

    Google Scholar 

Download references

Acknowledgments

We would like to thank the French Ministry for the Economy, Industry and Employment (DGCIS) for the support in the PEGASE project. We would like also to thank G. Dalla Costa, J. Depoil, L. Kepka and L. Michea for their great help in developing the learning adventure platform.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Thibault Carron .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer Science+Business Media New York

About this chapter

Cite this chapter

Carron, T., Pernelle, P., Marty, JC. (2013). A Serious Game Environment to Support Organisational Changes in Enterprise. In: Sampson, D., Isaias, P., Ifenthaler, D., Spector, J. (eds) Ubiquitous and Mobile Learning in the Digital Age. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-3329-3_16

Download citation

Publish with us

Policies and ethics