Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Immersive Gamification Platform for Manufacturing Shopfloor Training

Version 1 : Received: 6 May 2020 / Approved: 7 May 2020 / Online: 7 May 2020 (15:01:29 CEST)

How to cite: Zhao, Z.; Toh, D.J.; Ding, X.; Ng, K.C.; Sin, S.C.; Wong, Y.C. Immersive Gamification Platform for Manufacturing Shopfloor Training. Preprints 2020, 2020050129 (doi: 10.20944/preprints202005.0129.v1). Zhao, Z.; Toh, D.J.; Ding, X.; Ng, K.C.; Sin, S.C.; Wong, Y.C. Immersive Gamification Platform for Manufacturing Shopfloor Training. Preprints 2020, 2020050129 (doi: 10.20944/preprints202005.0129.v1).

Abstract

This paper shares our work in developing and implementing an immersive gamification training platform for students who undergo manufacturing shopfloor training at the School of Engineering, Nanyang Polytechnic, Singapore. In this gamification training platform, we developed a virtual manufacturing shopfloor that is identical to the actual shopfloor located in the school. Students have the freedom to learn the manufacturing shopfloor operations and safety acts through the various game scenarios and training tasks which include workshop safety, CNC machine introduction, CNC machining dynamics, MES, etc. In addition, the assessment feature with immediate feedback were embedded within the gamification platform, which aim to help students to assess their level of understanding and help teachers to monitor the learning progress of their students. To investigate the impact of this gamification training platform on students’ learning outcome and motivation in manufacturing shopfloor technologies and safety acts, a pilot study was conducted in AY2018 semester 2 for a total 134 students from 4 classes of digital & precision engineering diploma. It is found that gamification can be integrated effectively into manufacturing education to motivate students and enhance their learning effectiveness. Based on the collected data from the technical quizzes and satisfactory survey, the results showed that the integration of gamification into the classroom learning not only added a stimulating and captivating game-like layer to the learning experience of the students, but also provided a safe environment for students to learn without fear of making errors. Challenges faced in implementing this gamification training platform will also be discussed in this paper.

Subject Areas

Gamification education; manufacturing shopfloor; virtual reality; student engagement

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