scholarly journals Developing a Computer Simulation Game as a Training Tool for Mine Self-Escape in Underground Coal Mine

2021 ◽  
Vol 10 (1) ◽  
pp. 18-22
Author(s):  
Hendra Harisman ◽  
Phillip Stothard ◽  
Nurul Aflah

– Gaming technology has been growing these years rapidly. The game engines have the capability of creating a very realistic virtual environment model. This technology can also be used for mining purposes. In this research, the game engine is specifically used to develop a mine self-escape simulation game for training purposes. The game engine which is used to develop the simulation game is Unreal Engine 3. The main advantage of using such a simulation game as a training tool is because it allows the trainee to experience a dangerous situation while not being put in danger. This kind of training is considered better than conventional briefing, normally conducted by showing a video or pamphlet. Studies have shown that people retain more information when they are involved interactively in the learning process. In this research, a computer simulation game as a training tool for underground coal mine self-escaped has been successfully created using fire scenarios. The player/trainee should follow some procedures to get to the safety zone

2019 ◽  
Vol 11 (13) ◽  
pp. 3672 ◽  
Author(s):  
Iñigo Capellán-Pérez ◽  
David Álvarez-Antelo ◽  
Luis J. Miguel

There is a general need to facilitate citizens’ understanding of the global sustainability problem with the dual purpose of raising their awareness of the seriousness of the problem and helping them get closer to understanding the complexity of the solutions. Here, the design and application of the participatory simulation game Global Sustainability Crossroads is described, based on a global state-of-the-art energy–economy–environment model, which creates a virtual scenario where the participants are confronted with the design of climate mitigation strategies as well as the social, economic, and environmental consequences of decisions. The novelty of the game rests on the global scope and the representation of the drivers of anthropogenic emissions within the MEDEAS-World model, combined with a participatory simulation group dynamic flexible enough to be adapted to a diversity of contexts and participants. The performance of 13 game workshops with ~420 players has shown it has a significant pedagogical potential: the game is able to generate discussions on crucial topics which are usually outside the public realm such as the relationship between economic growth and sustainability, the role of technology, how human desires are limited by biophysical constraints or the possibility of climate tipping points.


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