A Serious Game for Competence Development in Internet of Things and Knowledge Sharing

Ugyen Nima, Rinzin Wangdi, J. Hauge
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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.
物联网能力发展与知识共享的严肃博弈
物联网通过连接网络中的许多新模式设备,提供了与人类进行交互、共享数据的能力,并在计算、通信和按键控制方面扩展了物理世界的能力。虽然信息的可用性和性能以较低的成本得到提高,但随着技术的进步,这种系统的使用变得越来越复杂。传统的授课式和角色扮演式的学习方式已经形成了片面的学习方式,低收入人群获取这些知识的成本也很高。另一方面,严肃游戏帮助用户获得新的体验和复杂的知识,这些知识是通过解决呈现的挑战获得的,用户可以运用能力来解决这些问题。本文建议将严肃游戏作为一种学习环境,用于获取物联网方面的能力、知识和经验,并为用户提供知识共享。此外,还讨论了一个严肃游戏的设计、ATMSG框架的有效性和评估结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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