An investigation of whether an adaptable serious game for multiple stakeholder perspectives can achieve stakeholder objectives
dc.contributor.advisor | Von Leipzig, Konrad | en_ZA |
dc.contributor.advisor | Hummel, Vera | en_ZA |
dc.contributor.author | Krüger, Monique | en_ZA |
dc.contributor.other | Stellenbosch University. Faculty of Engineering. Dept. of Industrial Engineering. Engineering Management (MEM). | en_ZA |
dc.date.accessioned | 2023-11-13T11:19:51Z | en_ZA |
dc.date.accessioned | 2024-01-08T18:19:45Z | en_ZA |
dc.date.available | 2023-11-13T11:19:51Z | en_ZA |
dc.date.available | 2024-01-08T18:19:45Z | en_ZA |
dc.date.issued | 2023-12 | en_ZA |
dc.description | Thesis (MEng)--Stellenbosch University, 2023. | en_ZA |
dc.description.abstract | ENGLISH ABSTRACT: The world is becoming increasingly digitalized. People have become accustomed to learning and interacting with their environment through technology. The Covid-19 pandemic has accelerated the adoption of digital learning methods, particularly for the younger generation entering the education system and the workforce. Consideration of digital tools and learning approaches is essential for future learning. The growing demand for online learning necessitates the incorporation of digital learning elements such as serious gaming into education and training systems. Among the education and training systems that can benefit from the integration of digital learning extensions are learning factories. Digital capabilities such as digital twins and models allow for further investigation into using digital serious games as an extension of learning factories. Learning factories are intended for a range of different learning, training, and research purposes. Multiple stakeholders are involved in these activities. In this context, serious games should be adaptable across various stakeholder perspectives to maximize the value gained from the cost and time required for their development. Research into the creation of adaptable serious games for many stakeholder viewpoints must first assess if such development can achieve the desired objectives for the various stakeholder perspectives. This study investigates the development of adaptable serious games for multiple stakeholder perspectives, focusing on the practical development of a digital adaptable serious game for stakeholder perspectives. This thesis presents the design and development of a prototype serious game for multiple stakeholder perspectives. The serious game is developed using the Unity game engine and a digital model of the Fischertechnik Training Factory 4.0. Conceptual guidelines are presented that explore design considerations for how one serious game can be made adaptable across multiple stakeholder perspectives. Game versions are developed for multiple stakeholders to explore the feasibility of using a base game with shared functionalities as well as stakeholderspecific adaptation of functionalities to satisfy different sets of desired objectives. | en_ZA |
dc.description.abstract | AFRIKAANSE OPSOMMING: Die wêreld word toenemend gedigitaliseer. Mense het gewoond geraak aan leer en interaksie met hul omgewing deur tegnologie. Die Covid-19-pandemie het die aanvaarding van digitale leermetodes versnel, veral vir die jonger generasie wat die onderwysstelsel en die arbeidsmag betree. Oorweging van digitale gereedskap is noodsaaklik vir toekomstige leerbenaderings. Die groeiende vraag na aanlyn leer noodsaak die inkorporering van digitale leerelemente soos ernstige speletjies in onderwys- en opleidingstelsels. Onder die onderwys- en opleidingstelsels wat by integrasie van digitale leeruitbreidings kan baat vind, is leerfabrieke. Digitale vermoëns soos digitale tweelinge en modelle maak voorsiening vir verdere ondersoek na die gebruik van digitale ernstige speletjies as 'n uitbreiding van leerfabrieke. Leerfabrieke is bedoel vir 'n reeks verskillende leer-, opleiding- en navorsingsdoeleindes. Veelvuldige belanghebbendes is by hierdie aktiwiteite betrokke. In hierdie konteks moet ernstige speletjies aanpasbaar wees oor verskeie belanghebbende perspektiewe om die waarde te optimaliseer wat verkry word uit die koste en tyd wat benodig word vir hul ontwikkeling. Navorsing oor die ontwerp en ontwikkeling van aanpasbare ernstige speletjies vir veelvoudige belanghebbendes se standpunte moet eers bepaal of sodanige ontwikkeling die verlangde doelwitte vir die verskillende belanghebberperspektiewe kan bereik. Hierdie studie ondersoek die ontwikkeling van aanpasbare ernstige speletjies vir veelvuldige belanghebberperspektiewe, met die fokus op praktiese ontwikkeling van 'n digitale aanpasbare ernstige speletjie vir belanghebberperspektiewe. Hierdie tesis bied die ontwerp en ontwikkeling van 'n prototipe ernstige speletjie vir verskeie belanghebbende perspektiewe aan. Die ernstige speletjie is ontwikkel met behulp van die Unity-speletjie-enjin en 'n digitale model van die fischertechnik Training Factory 4.0. Konseptuele riglyne word aangebied wat ontwerpoorwegings ondersoek vir hoe een ernstige speletjie aanpasbaar gemaak kan word oor verskeie belanghebbende perspektiewe. Spelweergawes word vir veelvuldige belanghebbendes ontwikkel om die uitvoerbaarheid van die gebruik van 'n basisspeletjie met gedeelde funksionaliteite sowel as belanghebbende-spesifieke aanpassing van funksionaliteite te ondersoek om verskillende stelle gewenste doelwitte te bevredig. | af_ZA |
dc.description.version | Masters | en_ZA |
dc.format.extent | xii, 155 pages : illustrations | en_ZA |
dc.identifier.uri | https://scholar.sun.ac.za/handle/10019.1/128988 | en_ZA |
dc.language.iso | en_ZA | en_ZA |
dc.language.iso | en_ZA | en_ZA |
dc.publisher | Stellenbosch : Stellenbosch University | en_ZA |
dc.rights.holder | Stellenbosch University | en_ZA |
dc.subject.lcsh | Serious games | en_ZA |
dc.subject.lcsh | Deep learning (Machine learning) | en_ZA |
dc.subject.lcsh | Games and technology | en_ZA |
dc.subject.lcsh | Engineering design | en_ZA |
dc.subject.lcsh | Industry 4.0 | en_ZA |
dc.subject.lcsh | Curriculum planning | en_ZA |
dc.subject.lcsh | Real-time control | en_ZA |
dc.title | An investigation of whether an adaptable serious game for multiple stakeholder perspectives can achieve stakeholder objectives | en_ZA |
dc.type | Thesis | en_ZA |
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