The serious games industry needs game engines, or frameworks, that have been developed specifically with this sector in mind. This paper discusses the criteria that such engines need to adhere to in order to support viable solutions. These criteria are illustrated on the basis of SimPort, a novel multiplayer management game framework. SimPort has shown to be very powerful, functional and easy to use in the development of MV2, a game module simulating a major expansion project, the Maasvlakte 2 area, of the Port of Rotterdam in the Netherlands [8]. In addition, from MV2 real-life usage so far, players and tutors have concluded that this game is not only rather educational, but also a lot of fun to play.
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Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.
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In het tweede studiejaar van de opleiding Business Studies van Inholland is gebruik gemaakt van de businessgame T-Challenge. Uit de evaluatie van de procesgang en ervaren (leer)effecten van deze game blijkt dat dit instrument in potentie een krachtige leeromgeving is, maar dat het realiseren van gewenste leereffecten een didactische inbedding vraagt en gerichte interventies van docenten.
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The latest IPCC Report (2022) provided by the UN shows us that, to guarantee a safe future for upcoming generations, we must change how we lead our lives on several levels. However, the increasing urgency to act and behave in a way that is not damaging the climate is bringing many psychological concerns to young generations. Worldwide reports are demonstrating how the issue of eco-anxiety is increasing daily, and how young people are feeling more hopeless than ever. Climate change has become a climate crisis, and individuals are experiencing pressure and fear incessantly (Marks et al., 2021). We, as Climate Streamers, have often found ourselves in this situation as well, but rather than freezing, we decided to take this challenge and think of solutions. Therefore, with the support of Breda University of Applied Sciences, the Performatory community, the BUas Startup Support Team, and outside mentors, we created Climate Streamers Foundation: a new youth-led non-profit organisation and a movement working towards a more inclusive and less polarised climate action. By working with leisure elements and a positive and appreciative approach, we want to give back hope, voice and power to the youth and inspire each other genuinely and sustainably. The purpose of this application is to allow us to elaborate a feasibility study concerning our MVP (minimum viable product), the card game, and boost the overall concept. We intend to implement the researched data to improve the design and sales management. The card game aims to stimulate appreciative conversations by giving space to players to express their opinions and personal stories and it is designed so everyone can play it, regardless of background and knowledge. After giving 200 games in production, we launched the card game in July 2022.
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
DOK4CT (in Dutch: Digitale Onderwijsmiddelen en Kennisontsluiting for Control Towers)In this project the practical applied knowledge, derived from innovative projects within the “Topsector logistiek”, is made accessible by Breda University and Deltago. This online Control Tower Course is specifically meant for logistic professionals and students in logistic orientated education. The project was made accesible and supported by the NWO, Netherlands Organisation for Scientific Research. The scope of this project is limited to the area of Cross Chain Control Centers (4C) / Control Towers. The educational valorisation will be executed by the development of digital materials. These are used for student education as well as dissemination towards professionals in the logistics sector. Hereby, the interaction between students and professionals is an important additional benefit under the name of “social learning”. For example the interviews that Marcel Wouterse (Deltago and lecturer at Breda University of Applied Sciences) has created with key partners in the logistics sector were recorded and edited by students. By the use of digital educational tools and serious games, the benefits of Control Towers are now visible for students and professionals. The next phase is to introduce the gained knowledge in future organisations in order to support the Netherlands in the top of the logistics sector.Project goalThe goal of this project is to improve the exploitation of fundamental- and applied knowledge in the expertise area of Cross Chain Control Centers (4C) and Control Towers (CT).The tasks are divided in five subprojects:1. Preparations to transfer existing materials in digital learning tools;2. Shape digital education material (Webinars, online platform, knowledge clips and e-learnings)3. Develop and/or use several serious games (Convoy game / Synchromania)4. Promotion of the course to specified target groups (professionals / international students)5. Project managementExcising knowledge regarding Cross Chain Control Centers and Control Towers is used in this project. New knowledge will not be generated. The project focus lies on the disclosure of acquired knowledge by digital learning tools.