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@PHDTHESIS{Dai:985062,
      author       = {Dai, Rushi},
      othercontributors = {Brell-Cokcan, Sigrid and Wiese, Bettina Simone},
      title        = {{D}esign and development of gamification as an educational
                      support system for digital construction : enhancing learning
                      and exploring the potential of digital twin integration},
      school       = {Rheinisch-Westfälische Technische Hochschule Aachen},
      type         = {Dissertation},
      address      = {Aachen},
      publisher    = {RWTH Aachen University},
      reportid     = {RWTH-2024-04418},
      pages        = {1 Online-Ressource : Illustrationen},
      year         = {2024},
      note         = {Veröffentlicht auf dem Publikationsserver der RWTH Aachen
                      University; Dissertation, Rheinisch-Westfälische Technische
                      Hochschule Aachen, 2024},
      abstract     = {This dissertation explores the design and development of
                      gamification as an educational support system for digital
                      construction, with specific focus on the improvement of
                      students’ learning effectiveness and the integration of
                      Digital Twin technology within the gamified system. With the
                      rapid advancements in technologies, many industries have
                      been transformed and upgraded to the age of digitization via
                      digital tools and strategies, including the construction
                      industry to an innovative direction of digital construction.
                      One of the effective strategies to support this transition
                      is to educate new professions in the field of digital
                      construction. However, the current education has revealed
                      main challenges including lack of innovative teaching
                      methods in this new discipline, gaps between theoretical
                      knowledge and practice, difficulties in access to on-site
                      facilities, insufficient motivation of students in studying
                      this subject and more.The main objectives of this
                      dissertation are to propose solutions to the current
                      challenges in education of digital construction, and to
                      research innovative technologies and methods for digital
                      transformation in education. To achieve these objectives,
                      this dissertation designed gamification methods and
                      developed its system framework powered by a 3D game engine
                      – Unreal Engine, bridging the gap between educational
                      practices and the emerging concepts in digital construction.
                      In addition, an application called DigitalCons (Digital
                      Construction) was built as a use case for validation and a
                      testbed for the integration of cutting-edge digital
                      technologies within the proposed gamified system. The
                      research addresses the following questions: 1) What
                      gamification methods can be applied to promote the learning
                      experiences and learning effectiveness of students, such as
                      comprehension of digital technologies in construction,
                      theoretical knowledge transfer in practical scenarios, and
                      motivation in learning digital construction? 2) How can a
                      development framework be designed and structured to
                      facilitate the development of a flexible and extendable
                      gamified system? 3) What are the technical challenges in the
                      integration of innovative technologies like Digital Twin,
                      and how can the integration enhance the learning
                      effectiveness in digital construction? 4) What are the
                      perceptions of its users and the learning outcomes of
                      students after utilisation of the gamified system regarding
                      functionalities, user experiences and learning
                      effectiveness? To study these questions, literature reviews
                      were done to establish a theoretical foundation for the
                      gamification concept and to formulate hypotheses for
                      validation. Then the gamification concept was designed and
                      prototyped into the game-like application called DigitalCons
                      powered by Unreal Engine for further testing and evaluation.
                      In DigitalCons, construction-related contents were
                      categorised into four sections: Safety, Machinery, IoT, and
                      Processes, gamified with game elements and mechanics
                      aligning with game psychology and enhanced by the
                      integration of Digital Twin technologies. While game
                      psychology helped to arouse students' enthusiasm for
                      learning and deepen their memory, Digital Twin provided an
                      immersive and realistic learning environment representing
                      the twin of reality. To validate the gamification concept,
                      DigitalCons was tested and evaluated by its developer, 9
                      experienced gamers and 30 students in aspects of
                      functionality, user experience and learning effectiveness.
                      Different evaluation methods were applied to gather data,
                      such as ad-hoc testing, profiling tools, questionnaires, and
                      open discussion. The invited students were divided into two
                      groups, one learned with a gamified approach as the
                      experimental group, and one learned with a non-gamified
                      approach as the control group. The outcomes of both groups
                      were evaluated and compared in the learning effectiveness of
                      the two learning methods.The result of this study suggests
                      effective design methods to gamify learning contents in
                      Digital Construction. The development of DigitalCons via
                      Unreal Engine provides an applicable, easy-to-use,
                      extensible and collaborative framework, which also allows
                      for easy integration and interfacing with digital
                      technologies like Digital Twin. The evaluation outcomes of
                      the gamified system demonstrate a positive impact on
                      students’ learning effectiveness in knowledge
                      comprehension and retention, knowledge transfer, and
                      learning motivation and engagement. The experimental group
                      performed better in knowledge transfer and gained more
                      learning motivation and engagement, while the control group
                      outperformed in knowledge retention. Additionally, positive
                      attitudes towards the learning methods showed little impact
                      on the learning outcome in knowledge comprehension and
                      retention, as well as in knowledge transfer, however, strong
                      impact on learning motivation and engagement.In conclusion,
                      the gamified system proposed in this dissertation holds a
                      great potential in the innovation and transformation of
                      education in digital construction. Although there is still a
                      large space for improvement, such as refinement of
                      gamification techniques, performance optimisation and
                      determinism issue in Digital Twin simulation, these
                      limitations should be addressed in future research to fully
                      expand the possibilities of gamification.},
      cin          = {211510},
      ddc          = {710},
      cid          = {$I:(DE-82)211510_20170101$},
      typ          = {PUB:(DE-HGF)11},
      doi          = {10.18154/RWTH-2024-04418},
      url          = {https://publications.rwth-aachen.de/record/985062},
}