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Professional Training for Industrial Accident Prevention with Time Travel Games
Author(s) -
Oksana Arnold,
Ronny Franke,
Klaus P. Jantke,
Hans-Holger Wache
Publication year - 2022
Publication title -
international journal of advanced corporate learning
Language(s) - English
Resource type - Journals
ISSN - 1867-5565
DOI - 10.3991/ijac.v15i1.26941
Subject(s) - pluralistic walkthrough , training (meteorology) , accident (philosophy) , psychology , computer science , human–computer interaction , usability , physics , meteorology , philosophy , epistemology
Industrial accident prevention is a critical problem to avoid loss of human lives, injuries, damage of installations and financial losses. Training is only effective and sustainable, if the human trainees are affected by their training experiences.  Time travel games, in general, and time travel prevention games, in particular, are an innovative category of edutainment media having high potential in areas such as environmental education and prevention training. Time travel prevention games for purposes such as accident prevention in the industries are advantageous due to their conservation of resources including human health and lives. They are af-fective by allowing for unprecedented learner/player/trainee experiences and they are effective due to the fascination of application-oriented game play including opportunities to influence the fate, the latter being less close to reality, but the more attractive and worth telling. Digital storyboarding is the ultimate design methodology allowing for properly dovetailing pedagogical and game design. It works simultaneously bottom-up, top-down or both at once in interdisciplinary teams flexibly in space and time. Storyboarding is the organization of future learner/player/trainee experiences. The expressive power and the reach of digital storyboarding is due to its roots in dynamic plan generation for the mastery of disturbances in the industries. The technology particularly supports the design of time travel adaptive to the players’ needs and goals aiming at affective experienc-es and effective learning.

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