| Literature DB >> 33041532 |
Davide Astiaso Garcia1, Daniele Groppi2, Siamak Tavakoli3.
Abstract
The wind energy sector has seen an increasing growth in the last decade and this is foreseen to continue in the next years. This has posed several challenges in terms of skilled and prepared professionals that have always to be up to date in an industry that is constantly changing. Thus, teaching tools have gained an increasing interest. The present research reviewed the state of the art in terms of digital interactive training tools pinpointing that the existing options do not feature the user involvement in the development of the training material. Hence, the main aim of this paper is to develop and test an innovative method based on gamification to increase wind energy sector industrial skills, providing a digital interactive environment in the form of a new user-friendly software that can allow its users to train and contribute to the teaching and learning contents. The first methodological step deals with the associated background studies that were required at strategy implementation and development stages, including market analysis and technology trade-offs, as well as the general structure and the implementation steps of the software design. Obtained results pinpointed that with minimal use of web-based database and network connectivity, a mobile phone application could work in the form of a time-scored quiz application that remotely located staff at wind energy farms could benefit from. The technological innovation brought by this research will substantially improve the service of training, allowing a more dynamic formative management contributing to an improvement in the competitiveness and a step towards excellence for the whole sector. CrownEntities:
Keywords: AEE, Spanish Wind Energy Associations; ANEV, Italian Wind Energy Associations; API, Application programming interface; BAAS, Backend As A Service; EU, European Union; GHG, Greenhouse Gas; GUI, Graphic User Interface; GWO, Global Wind Organization; HV, high voltage; ICT, Information and Communication Technologies; INCUAL, National Institute of Qualifications; Industrial skill development; LRS, Learning Record Store; O&M, Operation and maintenance; OER, Open Educational Resources; RE, Renewable Energy; RES, Renewable Energy Source; SCADA, Supervisory Control And Data Acquisition; Teaching learning material; WTG, Wind Turbine Generator; Wind energy education
Year: 2020 PMID: 33041532 PMCID: PMC7538093 DOI: 10.1016/j.jclepro.2020.124549
Source DB: PubMed Journal: J Clean Prod ISSN: 0959-6526 Impact factor: 9.297
Fig. 1Flowchart explaining methodology for the serious game app development.
Stakeholder impact analysis for application of the serious game in renewable energy industry.
| Stakeholders typologies | Influence/Power | Interest/Positive impacts |
|---|---|---|
| National associations dealing with Renewable Energy | Very High. Can have significant impact on its contents and dissemination. | Interested in improving renewable energy skills on their countries |
| Industries working on Renewable Energy | Very High. Can collaborate in developing game contents for ensuring high level of quality. | Interested in assessing the expertise of their workers of candidates. |
| Environmental NGOs | Moderate influence, mainly in local communities’ acceptance. Can contribute on serious game dissemination. | Interested mainly in social impacts but possibly skeptical about the serious game. |
| Unemployed | Little influence. | Interested in testing and certifying their skills on renewable energies |
| Renewable Energy experts and guru | High influence. Can collaborate in developing game contents | Interested in serious game progress. |
| Local and national authorities | High influence. Responsible for the supply of Renewable Energy | Can contribute to the success of the serious game releasing governmental support. |
| Universities | Moderate influence, mostly positive. | Interested in methods and knowledge transfer |
Fig. 2Example of power/interest matrix for stakeholder impact assessment.
Fig. 3General structure of the serious game contents.
Fig. 4General appearance of the screen displaying a question with four possible answers, score and time.
Fig. 5The various areas in RE sector differentiated by colour, each one with five levels of difficulty. (For interpretation of the references to colour in this figure legend, the reader is referred to the Web version of this article.)
Fig. 6Scheme of the five serious game building blocks essential elements.
Fig. 7The conceptual block diagram of the procedure to access the data.
Fig. 8The flow chart of the: a) Tutorial route; b) Comment route; and c) Issue route.
Fig. 9The flow chart of the a) Question route and b) Information route.
Fig. 10Backend as a service (BAAS) provides services to a mobile app at some cost.
Fig. 11(a) Principal communication between Web-App and player is through request and response, and (b) BAAS, as further element beside of the main web application.
Fig. 12Sample of technologies that support the Web-App development.
Comparison between the Mobile App and the Web App approaches, Pros for developer and users.
| Mobile App (Xamarin) | Web App |
|---|---|
| One language (C#) | Can divide tasks between Front and back end developer |
| Can do one code for all platforms | Instantaneous update for users |
| All smart devices have SQLite engine | |
| Xamarin ready for App stores | |
| does not need for maintenance of the web server | |
| Can monopolise | |
| Pros for users | |
| No need for stable internet connection | Run on every platform |
| Runs natively | User data stored online |
| Can see reviews on App store | can use multiple devices |
Comparison between the Mobile App and the Web App approaches, Cons and approximate estimate on costs.
| Mobile App | Web App |
|---|---|
| Cutting-edge technology | Need of maintenance |
| Can present bugs | Does not assure complete security of users’ data |
| Without framework like Xamarin, got to code for all platforms | Does require stable bandwidth availability on the user side |
| Does not guarantee updates | More complicated sequence of services to pay for |
| Included for free with MS Visual Studio (£500–600) | Dependent on how much we outsource |
| iOS developer (£100) | Domain (∼£20/y) |
| Labour: £6k ∼ £20k | Server Host (∼£10/m) |
| Backend services (∼30£/m) | |
| Security and Admin (?) | |
| Labour: £15k ∼ £30k | |
Fig. 13Sample snapshots of the Crowd Learning Serious Game Mobile Application software system proposed for wind farm.
Fig. 14Sample snapshots of the Crowd Learning Serious Game questions and possible answers.
Fig. 15percentages of positive feedbacks obtained during the pilot tests of the prototype.