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Article

A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management

Faculty of Mechanical Engineering, University of Žilina, 010 26 Žilina, Slovakia
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Electronics 2021, 10(7), 838; https://doi.org/10.3390/electronics10070838
Submission received: 17 March 2021 / Revised: 29 March 2021 / Accepted: 30 March 2021 / Published: 1 April 2021
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)

Abstract

(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.
Keywords: educational game; virtual reality; game engine; Godot; 5S educational game; virtual reality; game engine; Godot; 5S

Share and Cite

MDPI and ACS Style

Krajčovič, M.; Gabajová, G.; Furmannová, B.; Vavrík, V.; Gašo, M.; Matys, M. A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics 2021, 10, 838. https://doi.org/10.3390/electronics10070838

AMA Style

Krajčovič M, Gabajová G, Furmannová B, Vavrík V, Gašo M, Matys M. A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics. 2021; 10(7):838. https://doi.org/10.3390/electronics10070838

Chicago/Turabian Style

Krajčovič, Martin, Gabriela Gabajová, Beáta Furmannová, Vladimír Vavrík, Martin Gašo, and Marián Matys. 2021. "A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management" Electronics 10, no. 7: 838. https://doi.org/10.3390/electronics10070838

APA Style

Krajčovič, M., Gabajová, G., Furmannová, B., Vavrík, V., Gašo, M., & Matys, M. (2021). A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics, 10(7), 838. https://doi.org/10.3390/electronics10070838

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