Damian Brown, Kirk Taylor--Serious Games Interactive
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Damian Brown, Kirk Taylor--Serious Games Interactive

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“Simulation Solutions for the Training of Manual Assembly Processes” ...

“Simulation Solutions for the Training of Manual Assembly Processes”

Employees today learn differently and turn towards technology as their main source of information. Keeping employees up to date with changes occurring within the organization is key to success. It is therefore important to support their development with appropriate technology.

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Damian Brown, Kirk Taylor--Serious Games Interactive Damian Brown, Kirk Taylor--Serious Games Interactive Presentation Transcript

  • Simulation & Games Solutions for the Training of Manual Assembly Workers Serious Games Interactive Damian Brown Head of Research, Europe
  • WE ARE - Research-based company - Founded in 2006 - Digital universe for learning - Using games for more than entertainment - Won several awards for our productions - 30 Employees - 9 Nationalities - High skill & speciality level
  • Development & trends in technology- enhanced assessment Source: the use of ICT for assessment of key competencies – JRC/Christine Redecker, 2013
  • Key topics for e-Learning Now, and for the next 10-15 years Development •Predictive development processes, enquiry driven processes •Efficiency & authoring investment •Distinction between hard/technical competencies, and soft/core competencies Assessment •Reduced separation between learning and assessment •Learning analytics •Intelligent tutoring •Formative and peer assessment Delivery •Personalisation •Simulations games •Devices, user input
  • Global ‘megatrends’ for industry Source: DFKI Kaiserslautern, 2013
  • Case: Siemens Wind Power Power Climber
  • Case: Siemens Wind Power Power Climber Challenge: Client previously used traditional e-learning & on-site safety training programme. Results were poor, with learners reporting e-Learning as too decontextualised, meanwhile on-site training viewed as prohibitively expensive Solution: SGI continues to produce modularised, high fidelity training simulations with embedded media content, smart prompting and transparent self- assessment Platform: Browser-based Technology: Unity 3D & SCORM Game Duration: c.30 minutes Target group: Service & maintenance personnel
  • Case: Siemens Wind Power Power Climber Development •Hard-coded based on existing e-learning material, performance statements, and video animations Assessment •High score based on accumulated errors •Integrated, zero-time assessment •Game-like scoring system Delivery •Web-based (Unity web-player) •Smart-help functionality •Keyboard & mouse
  • 9 Virtual Simulation and Training of Assembly and Service Processes in Digital Factories Project Reference: 285176 2011 – 2014 Training 0 1 2 3 4 SoP Preparation Gap Virtual Build Manufacturing Planning Production Virtual Training VISTRA – Background Re-use of existing data
  • 10 Virtual Simulation and Training of Assembly and Service Processes in Digital Factories Project Reference: 285176 2011 – 2014 Production 0 1 2 3 4 Virtual Training Earlier SoP Physical Training SoP Virtual Build Manufacturing Planning GapPreparation VISTRA – Background
  • Case: Adam Opel AG & Volvo Trucks VISTRA Objective 1: reduce reliance on physical mock- ups during operator training Objective 2: introduce a GBL approach to operator training Objective 3: enable knowledge sharing between engineering and production processes for product and production planning Engineering Manufacturing Training
  • Case: Adam Opel AG & Volvo Trucks Semantic Core Model
  • Case: Adam Opel AG & Volvo Trucks Semantic Core Model
  • Case: Adam Opel AG & Volvo Trucks System architecture
  • Case: Adam Opel AG & Volvo Trucks VISTRA – simulations at the click of a button!
  • Games directly support pedagogy
  • Case: Adam Opel AG & Volvo Trucks Game Design Challenges The challenges Many commonly used SG approaches are not applicable because... •Diverse target audience (age, game experience, computer familiarity) •No narrative/dialogue (localisation/translation) •Diverse operations between plants •Subject matter (short cycle times, limited range of operations) So what’s left? •Sound (non-speech) •Visuals •Tempo/flow •Advanced user interaction
  • Case: Adam Opel AG & Volvo Trucks Solution • Low text/narrative • Sequence performance gameplay • Immersion through sound and visuals • Tempo-based gameplay
  • Case: Adam Opel AG & Volvo Trucks Summary Development •SCM design and development •Web service architecture, secure in organisation’s exisiting ICT infrastructure •System abstracted from 7 case studies to serve >60,000 cases Assessment •Learning analytics model •Games-based training with personal high scores •Full feedback loop bringing blue collars into the design and planning process Delivery •Smart system knows what system user has trained and needs to train •Low barrier user interaction •Multi-system delivery, typical ‘gamer-pc’ spec.
  • Damian Brown Head of Research djb@seriousgames.dk Kirk Taylor MD, SGI USA jkt@seriousgames.dk