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A serious game for lean construction education enabled by internet of things

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Standard

A serious game for lean construction education enabled by internet of things. / Tagliabue, Lavinia C.; Mastrolembo Ventura, Silvia; Teizer, Jochen et al.
Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. ed. / Óscar Mealha; Matthias Rehm; Traian Rebedea. Springer, 2021. p. 225-233 (Smart Innovation, Systems and Technologies; No. 197).

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Harvard

Tagliabue, LC, Mastrolembo Ventura, S, Teizer, J & Ciribini, ALC 2021, A serious game for lean construction education enabled by internet of things. in Ó Mealha, M Rehm & T Rebedea (eds), Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. Springer, Smart Innovation, Systems and Technologies, no. 197, pp. 225-233, 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020, Bucharest, Romania, 25/05/2020. https://doi.org/10.1007/978-981-15-7383-5_19

APA

Tagliabue, L. C., Mastrolembo Ventura, S., Teizer, J., & Ciribini, A. L. C. (2021). A serious game for lean construction education enabled by internet of things. In Ó. Mealha, M. Rehm, & T. Rebedea (Eds.), Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020 (pp. 225-233). Springer. https://doi.org/10.1007/978-981-15-7383-5_19

CBE

Tagliabue LC, Mastrolembo Ventura S, Teizer J, Ciribini ALC. 2021. A serious game for lean construction education enabled by internet of things. Mealha Ó, Rehm M, Rebedea T, editors. In Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. Springer. pp. 225-233. (Smart Innovation, Systems and Technologies; No. 197). https://doi.org/10.1007/978-981-15-7383-5_19

MLA

Tagliabue, Lavinia C. et al. "A serious game for lean construction education enabled by internet of things"., Mealha, Óscar Rehm, Matthias Rebedea, Traian (editors). Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. Springer. (Smart Innovation, Systems and Technologies; Journal number 197). 2021, 225-233. https://doi.org/10.1007/978-981-15-7383-5_19

Vancouver

Tagliabue LC, Mastrolembo Ventura S, Teizer J, Ciribini ALC. A serious game for lean construction education enabled by internet of things. In Mealha Ó, Rehm M, Rebedea T, editors, Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. Springer. 2021. p. 225-233. (Smart Innovation, Systems and Technologies; No. 197). doi: 10.1007/978-981-15-7383-5_19

Author

Tagliabue, Lavinia C. ; Mastrolembo Ventura, Silvia ; Teizer, Jochen et al. / A serious game for lean construction education enabled by internet of things. Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020. editor / Óscar Mealha ; Matthias Rehm ; Traian Rebedea. Springer, 2021. pp. 225-233 (Smart Innovation, Systems and Technologies; No. 197).

Bibtex

@inproceedings{139e62f37ea64bc4871aa4ce0d85e631,
title = "A serious game for lean construction education enabled by internet of things",
abstract = "Previous studies have shown that the learning performance of students greatly increases once personal experiences are made possible. In construction education, few serious gaming environments are available to boost the students{\textquoteright} thirst of discovery and interaction. As of now, theoretical content like lean principles is often taught by frontal classroom style teaching. This paper describes the development and preliminary testing of a first of a kind serious gaming platform that introduces construction engineering and management students to hands-on learning. The novelty of the developed platform is that it combines the previously separate methods of Building Information Modeling (BIM), Internet of things (IoT), and Lean Construction (LC) in one (serious) game. Technical aspects of the platform and results to its evaluation in a classroom setting are presented. The added value to learning is shown as part of learning curves automatically generated from the players{\textquoteright} data. While such data were previously not available, some still existing limitations and an outlook present the next steps in establishing such serious games in construction education.",
keywords = "Building information modeling, Continuous improvement, Engineering education, Internet of things, Lean construction, Serious games",
author = "Tagliabue, {Lavinia C.} and {Mastrolembo Ventura}, Silvia and Jochen Teizer and Ciribini, {Angelo L.C.}",
note = "Publisher Copyright: {\textcopyright} The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd 2021. Copyright: Copyright 2020 Elsevier B.V., All rights reserved.; 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020 ; Conference date: 25-05-2020 Through 27-05-2020",
year = "2021",
doi = "10.1007/978-981-15-7383-5_19",
language = "English",
isbn = "9789811573828",
series = "Smart Innovation, Systems and Technologies",
publisher = "Springer",
number = "197",
pages = "225--233",
editor = "{\'O}scar Mealha and Matthias Rehm and Traian Rebedea",
booktitle = "Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020",
address = "Netherlands",

}

RIS

TY - GEN

T1 - A serious game for lean construction education enabled by internet of things

AU - Tagliabue, Lavinia C.

AU - Mastrolembo Ventura, Silvia

AU - Teizer, Jochen

AU - Ciribini, Angelo L.C.

N1 - Publisher Copyright: © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd 2021. Copyright: Copyright 2020 Elsevier B.V., All rights reserved.

PY - 2021

Y1 - 2021

N2 - Previous studies have shown that the learning performance of students greatly increases once personal experiences are made possible. In construction education, few serious gaming environments are available to boost the students’ thirst of discovery and interaction. As of now, theoretical content like lean principles is often taught by frontal classroom style teaching. This paper describes the development and preliminary testing of a first of a kind serious gaming platform that introduces construction engineering and management students to hands-on learning. The novelty of the developed platform is that it combines the previously separate methods of Building Information Modeling (BIM), Internet of things (IoT), and Lean Construction (LC) in one (serious) game. Technical aspects of the platform and results to its evaluation in a classroom setting are presented. The added value to learning is shown as part of learning curves automatically generated from the players’ data. While such data were previously not available, some still existing limitations and an outlook present the next steps in establishing such serious games in construction education.

AB - Previous studies have shown that the learning performance of students greatly increases once personal experiences are made possible. In construction education, few serious gaming environments are available to boost the students’ thirst of discovery and interaction. As of now, theoretical content like lean principles is often taught by frontal classroom style teaching. This paper describes the development and preliminary testing of a first of a kind serious gaming platform that introduces construction engineering and management students to hands-on learning. The novelty of the developed platform is that it combines the previously separate methods of Building Information Modeling (BIM), Internet of things (IoT), and Lean Construction (LC) in one (serious) game. Technical aspects of the platform and results to its evaluation in a classroom setting are presented. The added value to learning is shown as part of learning curves automatically generated from the players’ data. While such data were previously not available, some still existing limitations and an outlook present the next steps in establishing such serious games in construction education.

KW - Building information modeling

KW - Continuous improvement

KW - Engineering education

KW - Internet of things

KW - Lean construction

KW - Serious games

UR - http://www.scopus.com/inward/record.url?scp=85091500028&partnerID=8YFLogxK

U2 - 10.1007/978-981-15-7383-5_19

DO - 10.1007/978-981-15-7383-5_19

M3 - Article in proceedings

AN - SCOPUS:85091500028

SN - 9789811573828

T3 - Smart Innovation, Systems and Technologies

SP - 225

EP - 233

BT - Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education - Proceedings of the 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020

A2 - Mealha, Óscar

A2 - Rehm, Matthias

A2 - Rebedea, Traian

PB - Springer

T2 - 5th International Conference on Smart Learning Ecosystems and Regional Development, SLERD 2020

Y2 - 25 May 2020 through 27 May 2020

ER -