140 research outputs found

    LA GAMIFICACIÓN APLICADA AL PROJECT MANAGEMENT

    Full text link
    [ES] En este TFM se analiza el aprendizaje a base de la experiencia y el análisis de diferentes escenarios que pueden ocurrir en la dirección y gestión de proyectos mediante la gamificación. Para abordarlo estudiaremos cuatro juegos desarrollados para la introducción a las áreas de control de producción, inventario, logística y stakeholders en la dirección de proyectos. En estos juegos intervendrán diferentes factores y variantes que nos permitirá realizar una aproximación de los problemas que podemos enfrentar en la realidad. Estos juegos serán : PROSIGA (Project Simulation Game), PTB (The Project Team Builder), Catalyst y Simultrain. Además de otros módulos de simulación existentes como pueden ser Production Management Simulation Games (planificación y rediseño de los sistemas de producción y logística) Project Management Simulation Games (como adquisición del conocimiento de los conceptos básicos para el usuario en el entorno de la gestión de proyectos) y Industrial Management ( como transferencia y creación del conocimiento en los usuarios de conceptos de gestión de proyectos aplicados a industria) Finalizaremos el trabajo con unas conclusiones y posibles líneas futuras de investigación que ayuden a impulsar la implantación de la gamificación para la enseñanza en la dirección y gestión de proyectos.[CA] En aquest TFM analitzarem l'aprenentatge basat en l'expèriencia i l'anàlisi de diferents escenaris que poden ocórrer en la direcció i gestió de projectes mitjançant la gamificació. Per abordar-ho estudiarem quatre jocs desenvolupats per a la introducció a les àrees de control de producció, inventari, logística i stakeholders en la direcció de projectes. En aquests jocs intervindran diferents factors i variants que ens permetrà fer una aproximació dels problemes que podem afrontar en la realitat. Aquests jocs seran: PROSIGA (Project Simulation Game), PTB (the Project Team Builder), Catalyst i Simultrain. A més d'altres mòduls de simulació existents com poden ser Production Management Simulation Games (planificació y redisseny dels sistemes de producció i logística), Project Management Simulation Games (com adquisició del coneixement dels conceptes bàsics per l'usuari en l'entorn de la gestió de projectes) i Industrial Management (com a transferencia i creació del coneixement en els usuaris de conceptes de gestió de projectes aplicats a la indústria). Finalitzarem el treball amb unes conclusions i posibles línies futures d'investigació que ajuden a impulsar la implantació de la gamificació per l'ensenyament en la direcció i gestió de projectes.[EN] In this TFM we are going to analyze learning through experience and the analysis of different scenarios that may occur in management and project management by gamification. For it, we will study several games developed for production control,inventory, logistic and stakeholders in the project management. In these games it will involve different factors and variants that performing of the problems that we face in the real life. This games are PROSIGA (Project Simulation Game) , PTB (the Project Team Builder), PM CATALYST, SIMULTRAIN and another module like Production Management Simulation Games, Project Management Simulation Games and Industrial Management. We will finish the work with conclusions and future research lines to help promote the implementation of gamification for teaching in management and project managementLópez Gómez, E. (2016). LA GAMIFICACIÓN APLICADA AL PROJECT MANAGEMENT. http://hdl.handle.net/10251/73247.TFG

    Adding value to earned value analysis

    Get PDF
    The non-repetitive nature of projects leads to uncertainty that is present to some degree in every project. Our limited ability to accurately forecast future values of parameters that are used as input to plan projects affect every project. Due to uncertainty and the resulting risk, project planning is in fact a starting point in the project management process that consists of planning, monitoring and control. Risk management techniques are also used in project management for the very same reason. Understanding the dynamic, stochastic nature of projects and the tools and techniques that can help us cope with this environment is the focus of this paper. In this paper we discuss some ideas, tools and techniques that may help project managers cope with uncertainty. We focus our discussion on two new ways to teach students and practitioners the Earned Value concept, which is discussed in the PMBOK and is supported by many of the commercial project management software packages: the Project Team Builder (PTB) and ProTrack’s Assistant. PTB is a training tool that won the PMI product of the year award for 2008. ProTrack’s Assistant is an automatic tool added on the ProTrack software tool that integrates lessons learned from an Earned Value research study awarded by the IPMA research 2008 award

    Deliverable D4.5 Report on uptake of water-related innovations by end-users

    Get PDF
    Project title: Applying European market leadership to river basin networks and spreading of innovation on water ICT models, tools and data.This report compiles the activities carried out in WP4 for catalysing the marketplace, matchmaking the different innovations with the people who need them

    Using Simulation to Aid Decision Making in Managing the Usability Evaluation Process

    Get PDF
    Context: This paper is developed in the context of Usability Engineering. More specifically, it focuses on the use of modelling and simulation to help decision-making in the scope of usability evaluation. Objective: The main goal of this paper is to present UESim: a System Dynamics simulation model to help decision-making in the make-up of the usability evaluation team during the process of usability evaluation. Method: To develop this research we followed four main research phases: a) study identification, b) study development, c) running and observation and finally, d) reflexion. In relation with these phases the paper describes the literature revision, the model building and validation, the model simulation and its results and finally the reflexion on it. Results: We developed and validated a model to simulate the usability evaluation process. Through three different simulations we analysed the effects of different compositions of the evaluation team on the outcome of the evaluation. The simulation results show the utility of the model in the decision making of the usability evaluation process by changing the number and expertise of evaluators employed. Conclusion: One of the main advantages of using such a simulation model is that it allows developers to observe the evolution of the key indicators of the evaluation process over time. UESim represents a customisable tool to help decision-making in the management of the usability evaluation process, since it makes it possible to analyse how the key process indicators are affected by the main management options of the Usability Evaluation Process

    Parasitic load components for torque and force calibration: a digital twin concept

    Get PDF
    The 5 MN m standard torque machine within the Competence Centre for Wind Energy (CCW) was developed at PTB. The Digital Twin (DT) of the torque transducer mounted inside the machine was developed to enable errors eliminations and resources optimization during operation. The machine can apply not only torque, but also bending moments and shear forces. At the same time, the DT concepts of force measurement devices and their application for static, continuous and dynamic calibrations was developed to improve calibration processes, preserve data quality and collect calibration data for improved decision making. In order to illustrate the functionality of both developed DT concepts, a study of parasitic load components in both devices is carried out using simulation with ANSYS and ABAQUS engineering software. The validation of the DT models was carried out using traceable measurements. The way to combine both concepts for comprehensive shading of the standard torque machine is discussed

    A systematic review on the use of serious games in project management education

    Get PDF
    Project management education is well suited for active learning through serious games, and a lot of research has been published on the use of serious games for project management education. Earlier reviews have focused on the content and features of project management serious games. The objectives for using those serious games have been less reviewed. The aim of this study was to conduct a systematic review to better understand the objectives of using serious games in project management education, with the following research question: Why are project management serious games used in higher education? A systematic review was performed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). A systematic search enabled us to identify 175 articles, of which forty-three met the eligibility criteria. An inductive content analysis of those articles showed that project management serious games are used mainly for pedagogical and practical reasons. From a pedagogical perspective, serious games are mainly used to develop specific skills that are difficult to acquire in classic ex cathedra lectures, such as practical competencies and soft skills. From a practical perspective, serious games are mainly used for proposing a risk-free trial environment. Based on our analysis, we propose a taxonomy of reasons for using PM games in higher education. Our study also reveals that few studies assess whether serious games meet all their objectives, and that more research is needed on how to implement them into a coherent pedagogical scenario

    The Effect of In Situ Simulation on Teamwork Attitudes in Nursing Students

    Get PDF
    Nursing students are not adequately trained in teamwork principles. Positive teamwork has been identified by governmental and accrediting bodies of healthcare to be an essential element in patient safety. TeamSTEPPS© is a program developed by the Department of Defense adapted to healthcare as a cost effective method to change the culture of healthcare organizations. A capstone project that implemented in situ simulation using a TeamSTEPPS© tool was conducted in a rural North Carolina nursing program. Eighteen students participated in the simulation and completed a pre and post TeamSTEPPS© Teamwork Attitude Questionnaire. Mean scores were noted to be considerably lower post intervention indicating a positive effect on attitudes could be attributed to the intervention

    Computer assistance in orthopaedic surgery

    Get PDF
    corecore