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Abstract

Lexical knowledge sources are indispensable for research, education and general information. The transition of the reference works to the digital world has been a gradual one. This paper discusses the basic principles and structure of knowledge presentation, as well as user access and knowledge acquisition with specific consideration of contributions in German. The ideal reference works of the future should be interactive, optimally adapted to the user, reliable, current and quotable.
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Authors and Affiliations

Wolf Günther Koch
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Abstract

Current fast development requires continuous improvement of employees’ skills and knowledge.

Therefore, companies are looking for the best way for improving the employees’ qualifications

and understanding of new concepts and tools which have to be implemented in

manufacturing areas. One method employs gamification for this purpose. The aim of this

paper is to present how gamification can increase the acquisition of knowledge concerning

lean manufacturing concept implementation. Gamification is an active learning approach for

people who will understand the subject easier by ‘feeling’ and ‘touching’ personally the analysed

problems. The research utilized a questionnaire which assessed the game participants’

engagement level. The assessment focused specifically on the participants’ motivation, cognitive

processing and social aspects. The participants were also examined before and after the

game in order to assess the increase of their understanding of different lean manufacturing

topics and tools. Five different games with different groups of participants were played. The

results confirmed the hypothesis that gamification has a positive impact on the knowledge

acquisition as well as on motivation, cognitive processing and social aspects. Finally, various

insights on how to better design, conduct and utilize gamification in the similar technical

context are presented.

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Authors and Affiliations

Dorota Stadnicka
Ahmed Deif

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