TY - GEN
T1 - Crafting a Memorable Learning Experience
T2 - International Conference on Advances in Production Management Systems
AU - Öhman, Mikael
AU - Tetik, Müge
AU - Rajala, Risto
AU - Holmström, Jan
N1 - Publisher Copyright:
© 2023, IFIP International Federation for Information Processing.
PY - 2023
Y1 - 2023
N2 - Along with the growing popularity of game-based teaching, research on how to design serious games has gained momentum. While some prior work discusses the creation of learning experiences, the role of player emotions and their potential in enhancing learning has largely been overlooked. This paper discusses the design and development of Aalto Manufacturing Game, a board game on manufacturing and service operations dynamics for students and practitioners. We elaborate on the process of crafting a learning experience, with a specific emphasis on emotional engagement. We argue that learning experiences can be crafted through constructing framing events. Based on our experience in game design, we arrive at design propositions for creating and controlling emotional engagement during a serious game. Further, we discuss the effectiveness of our design based on feedback provided through a learning protocol, filled by students that participated in the game. Through our design propositions we make the case for “emotional engineering” in serious game design.
AB - Along with the growing popularity of game-based teaching, research on how to design serious games has gained momentum. While some prior work discusses the creation of learning experiences, the role of player emotions and their potential in enhancing learning has largely been overlooked. This paper discusses the design and development of Aalto Manufacturing Game, a board game on manufacturing and service operations dynamics for students and practitioners. We elaborate on the process of crafting a learning experience, with a specific emphasis on emotional engagement. We argue that learning experiences can be crafted through constructing framing events. Based on our experience in game design, we arrive at design propositions for creating and controlling emotional engagement during a serious game. Further, we discuss the effectiveness of our design based on feedback provided through a learning protocol, filled by students that participated in the game. Through our design propositions we make the case for “emotional engineering” in serious game design.
KW - Emotional engagement
KW - Game Design
KW - Operations Management
KW - Serious Game
UR - http://www.scopus.com/inward/record.url?scp=85174441709&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-43666-6_26
DO - 10.1007/978-3-031-43666-6_26
M3 - Conference article in proceedings
AN - SCOPUS:85174441709
SN - 978-3-031-43665-9
T3 - IFIP Advances in Information and Communication Technology
SP - 378
EP - 391
BT - Advances in Production Management Systems. Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures
A2 - Alfnes, Erlend
A2 - Romsdal, Anita
A2 - Strandhagen, Jan Ola
A2 - von Cieminski, Gregor
A2 - Romero, David
PB - Springer
Y2 - 17 September 2023 through 21 September 2023
ER -