Ontology for Virtualization of Lean Construction Games

Ontology for Virtualization of Lean Construction Games

2022

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DOI: https://doi.org/10.60164/58b2h9g7g

Authors: Gunnar Lucko, Ph.D., Bolivar A. Senior, Ph.D.

Citation:

Lucko, G., & Senior, B. (2022). Ontology for Virtualization of Lean Construction Games. In Lean Construction Journal pp. 1–23.

Abstract:

Research Question: How can serious games for Lean Construction courses, traditionally implemented in person, be efficiently virtualized for hybrid or online education?

Purpose: This paper creates an ontology (a set of concepts and categories in a subject area or domain that shows their properties and the relations between them) for the methodical identification, sequencing, and implementation of universal elements of any serious game into a computer-based instructional environment. For validation we provide practical lessons from having implemented this approach on several Lean Construction games in college courses.

Research Design/Method: We assemble core elements, including ‘atoms’, from game design literature into an ontology. Each element is individually converted into virtual mode; often more than one possible way exists. Having placed them into an ontology ensures that the outcome will be a fully functional game, yet transferred to its new mode. We apply this virtualization approach to existing Lean Construction games.

Findings: We find that games even with substantial physical components and interactions can indeed be successfully virtualized, retaining their full educational experience.

Limitations: While we have validated the ontology on several Lean games, it has not been tested for serious games in other areas, nor been used to inspire creating new ones.

Implications: We hope that this research will facilitate the increased use of gamification in Lean Construction and other courses, and may inspire further study of the underlying conceptual similarities of games and production processes. Adapting our approach can allow developing new serious games to convey knowledge about a specific topic.

Value for practitioners: Gamification of higher education can be significantly advanced by the systematic, ontological identification of the main elements and relations needed to implement serious games. Given the long history of using games for the instruction of Lean Construction, this study is of particular value to Lean Construction educators.

Keywords: Ontology, gamification, serious games, higher education, Lean Construction

Paper type: Full paper