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/proceeding › Article in proceedings › Research › peer-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
MLA
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 -