A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management

Author:

Krajčovič Martin,Gabajová GabrielaORCID,Furmannová Beáta,Vavrík Vladimír,Gašo MartinORCID,Matys Marián

Abstract

(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.

Funder

Kultúrna a Edukacná Grantová Agentúra MŠVVaŠ SR

Publisher

MDPI AG

Subject

Electrical and Electronic Engineering,Computer Networks and Communications,Hardware and Architecture,Signal Processing,Control and Systems Engineering

Reference41 articles.

1. Industry 4.0 and Its Implications for EU Industrial Policy;Fifeková,2016

2. Digital Factory and Virtual Reality: Teaching Virtual Reality Principles with Game Engines;Horejší,2016

3. The factory of the future production system research

4. The Future Business Will Only Be Digital (Budúci Biznis Bude Len Digitálny);Gregor;TREND Inovácie Digit.,2015

5. Rich environments for active learning: a definition

Cited by 23 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Seeking Education Masters: Design and Development of Educational Game;2024 International Conference on Informatics Education and Computer Technology Applications (IECA);2024-01-26

2. E-Ticaret Operasyon Merkezinde 5S ile Yalın ve Sürdürülebilir Depo Oluşturmak: Trendyol Örnek Olay İncelemesi;Uluslararası Davranış, Sürdürülebilirlik ve Yönetim Dergisi;2024-01-16

3. Design of intelligent simulation teaching system for college professional courses based on virtual scene;Applied Mathematics and Nonlinear Sciences;2024-01-01

4. The use of virtual reality as e-training tool for dies’ changeover in stamping presses: a case study on automotive industry;International Journal of Lean Six Sigma;2023-12-20

5. SIMULATION META-MODEL OF ASSEMBLY LINE WITH CONWIP CONTROL;INT J IND ENG-THEORY;2023

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3