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.