CHALLENGE 6

EDUCATION THROUGH GAMIFICATION

Keywords: Pilots, river restrictions, tug boats, locks, port authorities, terminals, TOS (terminal operating systems), …

CONTEXT

Shipping and port operations are perceived to be low-tech, old-fashioned, and not sexy at all. This has a negative impact on students when they choose their studies as well as on the recruitment of workers and employees, as they do not feel attracted by these activities.

At the same time, the shipping industries and port operations over recent years have evolved towards improved ICT solutions, mostly with in-house IT solutions not visible to the outside world.

CHALLENGE (Create, envision & prototype)

Bridge the gap between perception and technology and show that port activities are using the latest software to run their operations. Improve the image of the shipping industry.

We are looking for your stories and/or solutions. If you have an interesting solution and/or story, you will be provided with the opportunity to show it at the chainPORT hackathon.

For example: Prototype to visualize the port operations of sea-going vessels from the time the vessel approaches one of the pilot stations until the cargo is offloaded onto the quay side.

DATA

  • High-level process flows are available

INTERESTED PARTIES / COACHES

  • Academic (high schools and universities)

  • Havencentrum Lillo (https://www.havencentrum.be/en.html)

  • VDAB / CEPA

DEFINITION

Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements to improve user engagement. Gamification can also improve an individual's ability to comprehend digital content and understand a certain area of study.

ADD YOUR OWN CHALLENGE

Do you have an interesting challenge related to this topic? Please let us know and we will take it into consideration!

© 2018 by chainPORT. More information - please contact info@chainporthack.com 

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