{"title":"A Serious Game for Competence Development in Internet of Things and Knowledge Sharing","authors":"Ugyen Nima, Rinzin Wangdi, J. Hauge","doi":"10.1109/IEEM.2018.8607737","DOIUrl":null,"url":null,"abstract":"Internet of Things provides an ability to interact with, share the data, and expand the capabilities of the physical world in terms of computation, communication, and key control with humans through many new modalities devices in the connected network. Though the availability of the information and performance are higher at lower cost, the usage of such system becomes more complex with the advancement of technologies. The traditional ways like lecture-based and role-playing learning has developed one-sided learning and also expensive for the low-income people to acquire such knowledge. On the other hand, serious gaming has helped the users in acquiring new experiences and complex knowledge which are acquired through solving presented challenges whereby the user applies competency to solve these problems. This paper proposes serious gaming as a learning environment for gaining competence, knowledge, and experiences in IoT and knowledge sharing for the users. Moreover, the design of a serious game, effectiveness of ATMSG framework and evaluation results are also discussed.","PeriodicalId":119238,"journal":{"name":"2018 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM)","volume":"272 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IEEM.2018.8607737","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
Internet of Things provides an ability to interact with, share the data, and expand the capabilities of the physical world in terms of computation, communication, and key control with humans through many new modalities devices in the connected network. Though the availability of the information and performance are higher at lower cost, the usage of such system becomes more complex with the advancement of technologies. The traditional ways like lecture-based and role-playing learning has developed one-sided learning and also expensive for the low-income people to acquire such knowledge. On the other hand, serious gaming has helped the users in acquiring new experiences and complex knowledge which are acquired through solving presented challenges whereby the user applies competency to solve these problems. This paper proposes serious gaming as a learning environment for gaining competence, knowledge, and experiences in IoT and knowledge sharing for the users. Moreover, the design of a serious game, effectiveness of ATMSG framework and evaluation results are also discussed.