Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Chaim, Omar Cheidde
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: eng
Instituição de defesa: Biblioteca Digitais de Teses e Dissertações da USP
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://www.teses.usp.br/teses/disponiveis/18/18157/tde-10102022-162533/
Resumo: The advances of the last decades in the fields of embedded intelligence, connectivity, production software and machinery are partially responsible for significant social and production changes. This thesis deals with aspects related to two different results of these advances: the need for training and information generated by productive changes related to the phenomenon of industry 4.0 and the opportunities related to the development of virtual learning applications made possible by the advancement of open software and development communities. This work reports the development of a serious game using free and/or open software and platforms to enable the creation of new educational tools with active learning principles and aimed at mediating knowledge for the transition towards industry 4.0. Therefore, as part of a binational research project signed between Brazil and Germany, a serious game was developed with learning objectives related to industry 4.0 where the player takes over a factory and makes production and improvement decisions to achieve a pre-defined objective. In addition to the development of the tool and the observations and conclusions resulting from the action research, the results of the applications and user responses conclusions, the theory developed regarding serious games, education and industry 4.0 are presented. As a result, although development costs and entry barriers have reduced recent developments, the participation of skilled programmers is still required to create this type of tool, with the cost of development time and the variety of technical skills required being one of the main barriers to scaling up. the creation and use of serious computer games. Besides that, the communication among members with different digital and gaming literacy has proven a greater challenge than it was initially expected.
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spelling Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environmentSimulações e jogos sérios para a transição rumo a indústria 4.0 – uma pesquisa-ação sobre o desenvolvimento de jogos sérios no ambiente acadêmicoCompetency DevelopmentDesenvolvimento de CompetênciasIndústria 4.0Industry 4.0Jogos SériosSerious GamesThe advances of the last decades in the fields of embedded intelligence, connectivity, production software and machinery are partially responsible for significant social and production changes. This thesis deals with aspects related to two different results of these advances: the need for training and information generated by productive changes related to the phenomenon of industry 4.0 and the opportunities related to the development of virtual learning applications made possible by the advancement of open software and development communities. This work reports the development of a serious game using free and/or open software and platforms to enable the creation of new educational tools with active learning principles and aimed at mediating knowledge for the transition towards industry 4.0. Therefore, as part of a binational research project signed between Brazil and Germany, a serious game was developed with learning objectives related to industry 4.0 where the player takes over a factory and makes production and improvement decisions to achieve a pre-defined objective. In addition to the development of the tool and the observations and conclusions resulting from the action research, the results of the applications and user responses conclusions, the theory developed regarding serious games, education and industry 4.0 are presented. As a result, although development costs and entry barriers have reduced recent developments, the participation of skilled programmers is still required to create this type of tool, with the cost of development time and the variety of technical skills required being one of the main barriers to scaling up. the creation and use of serious computer games. Besides that, the communication among members with different digital and gaming literacy has proven a greater challenge than it was initially expected.Os avanços recentes nos campos de inteligência embarcada, conectividade, softwares e maquinário de produção são parcialmente responsáveis por mudanças sociais e de produção significativas. Esta tese trata aspectos relacionados a dois frutos diferentes destes avanços: a necessidade de treinamento e informação gerada pelas mudanças produtivas relacionadas ao fenômeno da indústria 4.0 e as oportunidades relacionadas ao desenvolvimento de aplicações de aprendizagem possibilitadas pelo avanço de softwares abertos e comunidades de desenvolvimento de jogos. Tem-se como objetivo relatar o desenvolvimento de um serious game utilizando softwares e plataformas abertas e/ou gratuitas para possibilitar a criação de novas ferramentas educacionais com princípios de aprendizagem ativa e voltadas para a mediação de conhecimentos relacionado transià indústria 4.0. Para tanto, como parte de um projeto binacional de pesquisa firmado entre o Brasil e Alemanha, foi desenvolvido um jogo com objetivos de aprendizagem relacionados a indústria 4.0 onde o jogador assume uma fábrica e toma decisões de produção e melhorias para atingir um objetivo pré-estabelecido. Além do desenvolvimento da ferramenta e das observações e conclusões decorrentes da pesquisa-ação, são apresentados os resultados das aplicações e das respostas dos usuários e a teoria desenvolvida referente ao jogos sérios e indústria 4.0. Como resultado, embora os custos de desenvolvimento e barreiras de entrada é ainda necessária a participação de programadores capacitados para criar este tipo de ferramenta, sendo o custo de tempo de desenvolvido e a variedade de habilidades técnicas necessárias uma das principais barreiras para a ampliação da criação e uso de jogos sérios computacionais. Além disso, a comunicação entre membros da equipe com diferentes fluências em conteúdos digitais e jogos se provou um desafio maior do que esperado.Biblioteca Digitais de Teses e Dissertações da USPCazarini, Edson WalmirChaim, Omar Cheidde2022-05-04info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/18/18157/tde-10102022-162533/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2022-10-10T20:20:39Zoai:teses.usp.br:tde-10102022-162533Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212022-10-10T20:20:39Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
Simulações e jogos sérios para a transição rumo a indústria 4.0 – uma pesquisa-ação sobre o desenvolvimento de jogos sérios no ambiente acadêmico
title Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
spellingShingle Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
Chaim, Omar Cheidde
Competency Development
Desenvolvimento de Competências
Indústria 4.0
Industry 4.0
Jogos Sérios
Serious Games
title_short Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
title_full Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
title_fullStr Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
title_full_unstemmed Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
title_sort Simulations and serious games for the transition towards Industry 4.0 – an action research on the development of serious virtual game in an academic environment
author Chaim, Omar Cheidde
author_facet Chaim, Omar Cheidde
author_role author
dc.contributor.none.fl_str_mv Cazarini, Edson Walmir
dc.contributor.author.fl_str_mv Chaim, Omar Cheidde
dc.subject.por.fl_str_mv Competency Development
Desenvolvimento de Competências
Indústria 4.0
Industry 4.0
Jogos Sérios
Serious Games
topic Competency Development
Desenvolvimento de Competências
Indústria 4.0
Industry 4.0
Jogos Sérios
Serious Games
description The advances of the last decades in the fields of embedded intelligence, connectivity, production software and machinery are partially responsible for significant social and production changes. This thesis deals with aspects related to two different results of these advances: the need for training and information generated by productive changes related to the phenomenon of industry 4.0 and the opportunities related to the development of virtual learning applications made possible by the advancement of open software and development communities. This work reports the development of a serious game using free and/or open software and platforms to enable the creation of new educational tools with active learning principles and aimed at mediating knowledge for the transition towards industry 4.0. Therefore, as part of a binational research project signed between Brazil and Germany, a serious game was developed with learning objectives related to industry 4.0 where the player takes over a factory and makes production and improvement decisions to achieve a pre-defined objective. In addition to the development of the tool and the observations and conclusions resulting from the action research, the results of the applications and user responses conclusions, the theory developed regarding serious games, education and industry 4.0 are presented. As a result, although development costs and entry barriers have reduced recent developments, the participation of skilled programmers is still required to create this type of tool, with the cost of development time and the variety of technical skills required being one of the main barriers to scaling up. the creation and use of serious computer games. Besides that, the communication among members with different digital and gaming literacy has proven a greater challenge than it was initially expected.
publishDate 2022
dc.date.none.fl_str_mv 2022-05-04
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.language.iso.fl_str_mv eng
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dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
info:eu-repo/semantics/openAccess
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eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
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reponame:Biblioteca Digital de Teses e Dissertações da USP
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