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Digitisation forms a part of Industrie 4.0 and is both threatening, but also providing an opportunity to transform business as we know it; and can make entire business models redundant. Although companies might realise the need to digitise, many are unsure of how to start this digital transformation. This paper addresses the problems and challenges faced in digitisation, and develops a model for initialising digital transformation in enterprises. The model is based on a continuous improvement cycle, and also includes triggers for innovative and digital thinking within the enterprise. The model was successfully validated in the German service sector.
Gamification, the use of game elements for non-gaming purposes, may just make a huge impact on education, a contribution the world in general and South Africa in particular, desperately needs. In today’s fast-paced work environment, there is not only a severe skills shortage, but also a great need for graduates with practical knowledge - students that are not purely “book smart”. Didactic teaching habits have created an education realm in which reciting facts is more often than not what gets students to pass. Learning factories are physical, operational factories that serve as exemplary and realistic hands-on learning environments and provide an important step towards more industry-prepared graduates. Top universities around the world are establishing such environments and are showing superb results. This paper explores the potential benefit of applying gamification in such a setting to enhance the learning environment even further, and provide opportunities for training otherwise difficult to teach topics, such as shop floor management.
The 21st century: an era where emojis and hashtags find their way into every sentence, where taking selfies, live tweeting and mining bitcoin are the norm, and where Insta-culture dictates what we say and do. This is the era into which the digital native was born. With so many changes in every aspect of our lives, how is it that one of the most influential aspects, our education, has remained unchanged? Our education system not only fails to appeal to today’s students, but more importantly, it fails to equip them with the skills required in the 21st Century. It is thus of no surprise that industries feel graduates entering the workplace lack skills in critical thinking, problem solving and self-directed learning. AI, machine learning and big data: Tools and mechanisms we so eagerly incorporate to create smart factories yet are hesitant to use elsewhere. Gamification and games have shown great results in education and training; with most research suggesting a stronger focus on personalization and adaptation. When combined with analytics and machine learning, the potential of games is yet to be realized. A real-time adaptive game would not only always present an appropriate degree of challenge for the individual but would allow for a shift in focus from the recitation of facts, to the application of information filtered to solve the particular problem at hand. South Africa, a country faced with a severe skills gap, could benefit greatly from games. If used correctly, they may just offer a desperately needed contribution toward equipping both current and future employees with the skills needed to survive in the 21st century. This paper explores the feasibility of using such games for enhanced knowledge dissemination and the upskilling of the workforce.
Traditional learning environments are ineffective and inefficient and are failing to adequately equip students and employees with the knowledge and skills required in today’s jobs, let alone prepare them for the jobs of tomorrow. Given the rapidly changing landscapes of technologies and business models, organisations need to be flexible and adaptable to respond to, and even pre-empt future demands. One of the primary shortcomings of existing learning environments is their inflexibility and the ‘one size fits all’ approach followed.
Serious games and game-based learning are widely recognised for their potential in providing more effective learning environments, especially when designed in a personalised, adaptive manner, and are explored in this dissertation. In addition to adapting to the individual traits and preferences of users, games are also highly context dependent. Whilst there is a great deal of literature and documented case studies of game-based learning, most focus only on the implementation of one particular game in a specific context.
Whilst many existing game design models and approaches focus on achieving improved learning outcomes of learners, there is an opportunity to consider the impact of gameplay on other stake- holders and drive the active development of meta-skills in various stakeholders. Bidirectional learning, where learning simultaneously takes place in a two-way direction [295], has great potential and has, to date, not been incorporated in serious game design. By integrating different perspectives and variable scenarios, the dynamic personalisation of learning trajectories may be possible. Serious games offer a potential platform to aggregate learner behaviours and results, and use these to dynamically configure, adjust and tailor the game to individuals and contexts, ultimately providing a learning environment of improved quality, effectiveness and efficiency.
In this dissertation, adaptive, bidirectional games are explored as a means to provide more effective and efficient learning environments for multiple stakeholders. Moreover, an architecture is presented to support the creation of such games for specific scenarios in a faster, more effective and more efficient manner.
Following a research-by-design approach, the architecture is iteratively developed and simultaneously applied in four case studies. Experiences and learnings from each case study are infused into subsequent design iterations of the architecture.
The architecture allows users to explore and exploit the solution space more deliberately and better understand the various functions and the interrelations between them. The flexible and modular structure of the architecture allows users to prioritise functionalities as required in the given scenario. Furthermore, the directional relations between functions can be interpreted and prioritised as needed given the specific context and requirements. The architecture incorporates various stakeholders in the design process, leading to greater transparency and better understanding throughout the process. More importantly, it emphasises bidirectional learning whereby different stakeholders can learn from gameplay and the aggregated results and behaviours of players.
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this by aggregating learner interactions and using these to dynamically configure, adjust, and tailor the game to individuals and contexts. An architecture is presented to support the creation of serious games for specific scenarios in a faster, more effective, and efficient manner. Following a research-by-design approach, the architecture is simultaneously developed and applied in case studies, with the experiences infused as enhancements for subsequent design iterations.