2022
DOI: 10.1080/17452007.2022.2155604
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A systematic review of lean simulation games in the construction industry

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Cited by 11 publications
(15 citation statements)
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“…Active methodologies are innovative approaches that allow for a more effective way to disseminate Lean Production principles, concepts, methods, and practices. Many simulations and serious games have been used as active methodologies to enhance understanding in the field of construction management, designed as active learning tools for both students and construction professionals (Bhatnagar et al, 2023;Forcael; Serious games: evolution of applications as a teaching technique for the Lean Construction community Miron, L. I. G.; Viana, D. D.; Brandalise, F. M. P.…”
Section: Active Methodologies and Problem Classesmentioning
confidence: 99%
See 1 more Smart Citation
“…Active methodologies are innovative approaches that allow for a more effective way to disseminate Lean Production principles, concepts, methods, and practices. Many simulations and serious games have been used as active methodologies to enhance understanding in the field of construction management, designed as active learning tools for both students and construction professionals (Bhatnagar et al, 2023;Forcael; Serious games: evolution of applications as a teaching technique for the Lean Construction community Miron, L. I. G.; Viana, D. D.; Brandalise, F. M. P.…”
Section: Active Methodologies and Problem Classesmentioning
confidence: 99%
“…In simulations, an artificial environment is created that replicates reality (Lean et al, 2006;Narayanasamy et al, 2006), aiming to train and develop the user's skills (Bhatnagar et al, 2023). In serious games, participants engage in various interaction modes under a predefined context and with clear procedures (Bhatnagar et al, 2023), resulting in a goal-oriented activity (Narayanasamy et al, 2006) toward solving a problem or achieving the objective of the game. The objective is to instruct, educate and entertain users in physical or computer-based formats (Bhatnagar et al, 2023).…”
mentioning
confidence: 99%
“…• The systematic review of lean simulation games in construction by Bhatnagar et al [31] underscores the potential for LLMs in training and simulation, enhancing learning experiences through interactive and adaptive challenges. Finally, Gadre et al's [32] search for next-generation multimodal datasets highlights the need for comprehensive, rich data sources that can fuel the creative engines of these LLMs, enabling them to understand and contribute to the maker space ecosystem in meaningful ways.…”
Section: Steerability and Composability In Llmsmentioning
confidence: 99%
“…The creative maker spaces have become vibrant hubs of 21 st -century innovation, merging the traditional tactile experience with digital fabrication and design. However, integrating new artificial intelligence (AI) tools and, in particular, the current generation of multimodal large language models (LLMs) [1][2][3][4][5][6][7][8][9][10][11][12][13][14][15][16][17] into these environments has the potential to enhance human creativity and innovation [18][19][20][21][22][23][24][25][26][27][28][29][30][31][32]. In recent years, the intersection of AI and multimodal (MM) learning has spawned a generation of models that integrate and interpret information across various forms of data, including text, images, and speech.…”
Section: Introductionmentioning
confidence: 99%
“…Simulation games can be used in the classroom to promote learning, facilitate classroom instruction, and boost comprehension among students (Bhatnagar et al, 2022;Hamzeh et al, 2017). Furthermore, students expect university education to be entertaining and simulation games can impart learning in an enjoyable way (Kapp, 2012;Prensky, 2007).…”
Section: Introductionmentioning
confidence: 99%