Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment
Abstract
1. Introduction
- Massification and Diversification of Higher Education: The increased access to higher education has resulted in a diversification of student profiles. This shift requires the adaptation of teaching methods to address a wide range of needs and varying levels of preparation (Shields & Masardo, 2018).
- Digital Integration: The advent of digital technologies has revolutionized pedagogical approaches through the introduction of e-learning platforms, open educational resources, and Massive Open Online Courses (MOOCs). This digital transformation has enhanced flexibility in both teaching and learning (Saadatdoost et al., 2015).
- Student-Centered Approaches: Pedagogical methods have shifted towards learner-centered strategies, prioritizing active learning, problem-solving, and collaborative projects. These approaches aim to foster transferable skills, including critical thinking and self-reflection (Gennen, 2024).
- Distance Learning and Hybrid Teaching: Distance learning and hybrid modalities, which combine face-to-face and online teaching, have expanded, providing greater flexibility for students and accommodating geographical and time constraints (Bartolic et al., 2022).
- Pedagogical Innovations: Initiatives such as flipped classrooms, problem-based learning, and the use of virtual laboratories have been implemented to enhance the learning experience and better equip students to meet the demands of the professional world (Bartolic et al., 2022).
- Addressing Societal Transitions: Universities are adapting their strategies to tackle contemporary challenges, such as the ecological transition and the integration of artificial intelligence. This involves training educators and revising curricula to incorporate these critical themes (Rousell & Sinclair, 2024).
2. Materials and Methods
2.1. Training Module Description for the EEIC Department
- Apply the skills they learn in their various courses (lectures, tutorials, practical work).
- Work in project mode (alone or in groups).
- Be assessed comprehensively on their skills.
- Make learning meaningful: subjects are not tackled in isolation, but rather through an integrated approach.
- Put the student in an active position, as if they were in a professional context.
- Assess the skills targeted in the BUT (according to the program’s skill blocks).
2.2. Material, General Description
- Supply chain management (real-time tracking of products and stocks, optimization of inventory processes, etc.),
- Retail (contactless payment systems, loss prevention by rapidly identifying unregistered items…),
- Industrial (Tracking assets and equipment in factories, automating processes as part of Industry 4.0…),
- Transport and logistics (Electronic toll systems, vehicle fleet management…),
- Healthcare (identification of patients and medical equipment, traceability of medicines to avoid errors…),
- Security and access control (entry management in secure areas, identity validation in airports or sensitive buildings…).
2.3. Method
2.3.1. Game-Based Learning
- Attention and engagement: By using attractive visual and audio elements, adapted challenges and reward mechanisms.
- Increased motivation: Play stimulates the pleasure hormone dopamine, which boosts learners’ motivation and commitment.
- Easier memorization: The positive emotions generated by games help to anchor information in long-term memory.
- Active learning: Games encourage experimentation, decision-making and problem-solving, leading to deeper learning.
- Development of cross-disciplinary skills: Collaboration, communication, creativity, critical thinking… Play stimulates a multitude of essential skills.
- Reduced stress and anxiety: The playful aspect of learning creates a relaxed environment conducive to the assimilation of knowledge.
- Reinforcing general or domain-specific knowledge,
- Encouraging quick thinking,
- Providing immediate feedback and support information retention,
- Facilitating review sessions.
- It fosters healthy competition, stimulating participation and motivation,
- It builds a sense of belonging through team-based play,
- It offers the flexibility to customize questions and categories to suit specific learning objectives,
- It is adaptable to both synchronous and asynchronous learning environments.
2.3.2. Using a Development RFID NFC Kit
- Use a kit to understand the operating concepts of an RFID solution,
- Use and configure a digital oscilloscope,
- Follow a measurement protocol,
- Export measurements in standard files (csv),
- Exploit measurements and tests,
- Use technical documents,
- Write an activity report.
2.3.3. Real-Life Industrial Application
- Allocate tasks for the team,
- Understand the manufacturer’s recommendations (technical documents),
- Take inspiration from YouTube videos to develop the solution,
- Identify and configure (hardware, computer network, cabling),
- Configure and program a solution with TIAPORTAL V16,
- Connect the system’s inputs and outputs electrically,
- Read/write RFID tags,
- Collect and format stored information (RFID) in a dynamic Excel table,
- Deliver the final solution with document management (technical file, activity report, etc.).
3. Results
3.1. Serious Game
3.2. RFID Kit
3.3. Challenge
3.4. Skills Assessment by the Teacher and Student Feedback
3.5. Feedback from the Skkynet Partner
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Vrignat, P.; Avila, M.; Duculty, F.; Bardet, C.; Begot, S.; Marangé, P. Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment. Educ. Sci. 2025, 15, 953. https://doi.org/10.3390/educsci15080953
Vrignat P, Avila M, Duculty F, Bardet C, Begot S, Marangé P. Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment. Education Sciences. 2025; 15(8):953. https://doi.org/10.3390/educsci15080953
Chicago/Turabian StyleVrignat, Pascal, Manuel Avila, Florent Duculty, Christophe Bardet, Stéphane Begot, and Pascale Marangé. 2025. "Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment" Education Sciences 15, no. 8: 953. https://doi.org/10.3390/educsci15080953
APA StyleVrignat, P., Avila, M., Duculty, F., Bardet, C., Begot, S., & Marangé, P. (2025). Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment. Education Sciences, 15(8), 953. https://doi.org/10.3390/educsci15080953