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1 – 2 of 2Azzam Raslan, Ali Cheshmehzangi, Dave Towey, Walid Tizani and Georgios Kapogiannis
Currently, owners find it difficult to manage their assets throughout their project life cycle. The fact that asset information models (AIMs) are mandatory as deliverables for…
Abstract
Purpose
Currently, owners find it difficult to manage their assets throughout their project life cycle. The fact that asset information models (AIMs) are mandatory as deliverables for building information modeling-driven projects makes it a key requirement for the client to understand in detail those factors affecting asset operation. Hence, because the Kingdom of Saudi Arabia is the most significant market in the Middle East, this study aims to investigate those factors where blockchain and AIMs could impact the asset management (AM) life cycle.
Design/methodology/approach
Researchers used a hypothesis-based approach over a systematic literature review and a workshop (descriptive statistics) to understand the current challenges in AM. Later, a second workshop was run to understand the impact factor analysis affecting the operation of the asset life cycle by using asset information modeling and blockchain technology over a multiquantitative method.
Findings
Results found that factors affecting the operation of assets could be the improvement of trust and stakeholder’s influences; the availability of handover process products’ accurate data; manufacturers providing detailed product models; increasing the speed of preparing holistic and integrated AM systems; improving collaboration between stakeholders; and returning clients’ investments faster.
Originality/value
Understanding the factors affecting AM life cycle based on the utilization of AIMs and blockchain then allows investors and their team members to work in a secure and collaborative environment that helps them to pre-identify certain risks and improve decision-making in a more effective way, as is required by ISO55000.
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Amarpreet Singh Gill, Derek Irwin, Pinzhuang Long, Linjing Sun, Dave Towey, Wanling Yu, Yanhui Zhang and Yaxin Zheng
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and…
Abstract
Purpose
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL).
Design/methodology/approach
Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews.
Findings
Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload.
Originality/value
The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
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