A conceptual approach for design and development of serious games in maritime domain
A conceptual approach for design and development of serious games in maritime domain
Dosyalar
Tarih
2024-01-19
Yazarlar
Gürbüz, Süleyman Cihan
Süreli Yayın başlığı
Süreli Yayın ISSN
Cilt Başlığı
Yayınevi
Graduate School
Özet
Around 80,000 merchant vessels which are manned by about 1.6 million seafarers transport around 90 percent of world trading products. Transportation of important products such as food and medical supply during the Covid-19 pandemic has even spotlighted the vital role of seafarers. International Convention on Standards of Training, Certification and Watchkeeping (STCW) (referred as STCW in this study), which has been issued by International Maritime Organization (IMO), defines the training and competency standards of the seafarers. It has been argued that there is an important gap between required on-board competency levels of seafarers and their actual levels of competency. Despite the regulatory and technological advancements in shipping, human error still plays a major role in more than 80% of shipping accidents. For enhanced competency development of seafarers, maritime industry needs to find cheaper, accessible and more flexible methods of practical education and training. Serious gaming, as a technology-enabled instructional method, offers an important potential for maritime domain as it provides interactive and authentic learning environments. In this regard, main objective of this study is proposing a holistic conceptual approach for effective design, development and utilization of serious games in maritime domain. More specifically, this study intends to provide the academicians and practitioners with a foundational basis for creating and using maritime serious games. For this purpose, a systematic literature review on serious game design approaches with a special focus on future skill development is firstly conducted. In this review, 32 serious game design models which provide practical steps for serious game design are selected. It is found that 8 (25%) of these design approaches support at least one future skills, among which problem‐ solving as well as collaboration and teamwork are the most commonly supported ones. It is also discovered that clear goals and interactivity, used in 6 (75%) and 5 (63%) of the 8 design approaches respectively, are the most commonly implemented game design elements. Considering the significant literature gap on the implementation of serious games for future skills development, this literature review consequently provides valuable insights for the game designers, software developers, educational technology researchers, and engineering educators in various domains. After that, Serious Game Design for Maritime (SGDM), a holistic model to support the design of maritime serious games is proposed. Using the SGDM model, MARITIME LEADERS at SEA (ML@S), a 3D serious game to enhance the leadership and teamwork skills of young seafarers and maritime students, has been prototyped. ML@S game is conceptualized as a module of the "Maritime Gamentor" platform. Using the SGDM model, TASK-BASED RISK ASSESSMENT AT SEA (MRA@S) game is also designed and prototyped for task-based risk assessment training in preparation for the Ship Inspection Report (SIRE 2.0) inspections of Oil Companies International Marine Forum (OCIMF). Proposed model (SGDM) as well as the explained methodology can be followed by technology initiatives, game designers, and researchers for development of similar maritime serious game modules on soft skills and technical skills. Besides, functions of the Maritime Gamentor platform can be further extended in the maritime domain by adding similar serious game based training modules. After prototyping the games, an experimental study was conducted for analyzing the efficiency of the ML@S game and proposed SGDM model. It can be concluded from the experimental study that the game was tested successful by the students in all 4 categories (motivation and engagement, game effectiveness, game clearness, future use). This being the case, it can be put forward that the developed ML@S game can be used as a means of leadership education and training. Looking at the broader picture in the study, it was proved that the SGDM model can be practically applied to design successful maritime serious games. In sum, serious games can provide maritime students and young seafarers with the practical education and training they need in a cost effective way. For this reason, it is believed that the proposed approach can be followed by technology initiatives, game designers, and researchers for development of similar maritime serious game modules on soft skills and technical skills. Consequently, this research intents to contribute to safety, security and environmental protection in maritime domain by providing an insight into enhanced competency development.
Açıklama
Thesis (Ph.D.) -- Istanbul Technical University, Graduate School, 2024
Anahtar kelimeler
Marine,
Denizcilik,
Maritime training,
Denizcilik eğitimi