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The effects of gamification for manufacturing (GfM) on workers and production in industrial assembly
Robotics and Computer-Integrated Manufacturing ( IF 10.4 ) Pub Date : 2024-01-19 , DOI: 10.1016/j.rcim.2024.102722
Makenzie Dolly , Ashish Nimbarte , Thorsten Wuest

Gamification has been a growing topic of interest in recent years across many fields, especially marketing, healthcare, and education. More recently, researchers of manufacturing and production have begun exploring the potential applications of gamification for manufacturing, to improve psychological well-being of the workers and overall productivity. However, empirical research to support gamification for manufacturing remained scarce. In this research, a detailed methodology was developed to apply gamification to an assembly task and thorough empirical analysis was conducted. The experimental setup utilized a build kit for a Lego Telehandler (kit #42,133). Cycle time data, Myers Briggs Type Indicators, and NASA TLX assessment data from 20 participants for 15 repetitive builds were collected, with data collection amassing well over 110 h and approximately 1,100 data points. The results indicated that gamification has a significant effect on the productivity for the last build in a series of assembly tasks, temporal demand at the first build, and multiple task load ratings over time. While statistical significance was not found for other conducted analyses, thorough discussions regarding trends within the data and limitations of the study indicate that gamification for manufacturing would likely benefit from additional, similar empirical research. To the best of our knowledge, this is the first study that systematically evaluates gamification as a possible manufacturing productivity improvement tool by considering key manufacturing metrics (cycle time), task load of the operator, and operator-specific attributes (personality). The study contributes to the body of knowledge by providing an in-depth analysis of an empirical study that is repeatable by others to continue building empirical evidence for manufacturing assembly tasks.

中文翻译:

制造游戏化 (GfM) 对工业装配中工人和生产的影响

近年来,游戏化已成为许多领域越来越受关注的话题,尤其是营销、医疗保健和教育。最近,制造和生产研究人员开始探索游戏化在制造业中的潜在应用,以改善工人的心理健康和整体生产力。然而,支持制造业游戏化的实证研究仍然很少。在这项研究中,开发了一种详细的方法,将游戏化应用于装配任务,并进行了彻底的实证分析。实验装置使用了乐高伸缩臂叉装机的构建套件(套件#42,133)。收集了 20 名参与者进行 15 次重复构建的周期时间数据、Myers Briggs 类型指标和 NASA TLX 评估数据,数据收集时间超过 110 小时,收集了大约 1,100 个数据点。结果表明,游戏化对一系列装配任务中最后一次构建的生产力、第一次构建的时间需求以及一段时间内的多个任务负载评级有显着影响。虽然其他进行的分析没有发现统计显着性,但对数据趋势和研究局限性的深入讨论表明,制造业的游戏化可能会受益于其他类似的实证研究。据我们所知,这是第一项通过考虑关键制造指标(周期时间)、操作员的任务负载和操作员特定属性(个性)来系统评估游戏化作为可能的制造生产力改进工具的研究。该研究通过对实证研究进行深入分析来丰富知识体系,其他人可以重复该研究,以继续为制造装配任务建立经验证据。
更新日期:2024-01-19
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