GAMIFICATION FOR ACCELERATING THE GO-TO-MARKET OF ELECTRIC VEHICLE BATTERIES
GAMIFICATION FOR ACCELERATING THE GO-TO-MARKET OF ELECTRIC VEHICLE BATTERIES
Author(s): George Suciu, Cristina Butca, Lucian NeculaSubject(s): ICT Information and Communications Technologies, Sociology of Education
Published by: Carol I National Defence University Publishing House
Keywords: Gamification; Electric Vehicles; Validated Learning; Learning Cycles; Accelerated go-tomarket;
Summary/Abstract: Currently, transportation is one of the main air pollution sources and has a significant impact on human health and environmental quality. This paper describes a gamification approach for the way redox flow batteries systems will be used as a power source for future hybrid electric vehicles. The system will be designed as a hybrid concept between Vanadium Redox Flow Battery and Hydrogen Fuel Cell for energy management in emission-free electric vehicles. The novelty of this solution is represented by the active unit with a charge/discharge efficiency greater than 85%, improved physical characteristics and reliability in exploitation, thereby providing a commercially viable electric power system for electric vehicles. To accelerate the go-to-market process of this innovative product that will be made in Romania for the first time, we will use a validated learning process. The adoption of a validated learning process requires new ways of measuring the progress of acceleration from idea to a minimum viable product. Validated learning is defined as a process that is creating knowledge by applying initial assumptions and measured data to confirm the effects.
Journal: Conference proceedings of »eLearning and Software for Education« (eLSE)
- Issue Year: 12/2016
- Issue No: 01
- Page Range: 547-555
- Page Count: 9
- Language: English