50,691 research outputs found

    Gamification in factory management education : A case study with Lego Mindstorms

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    Research oriented teaching in universities provides opportunities to support the student's desire to explore. A student's learning success can benefit from gamified project work, especially when students face self-guided learning processes in demanding educational activities. Gamification is defined as the use of game elements in a non-game context. Games offer the chance to improve the motivation of students, support group work, train communication skills and introduce the capacity for experimenting in safe environments. Therefore the learning effect of prospective engineers can be increased through the integration of Gamification into educational activities. This leads to higher student participation in university courses and encourages the development of the student's social, personal and technical competences. In this paper a game concept for teaching in universities is introduced focusing on the impartment of the state of the art on manufacturing for value creation, e.g. production planning and control. The concept covers a level based storyline with rules and goals using physical artefacts of Lego Mindstorms. Due to the modular characteristic of Lego, which supports creativity by having a high number of possible combinations, a “free playing space” for students is established. In groups, the students work in a highly problem oriented way, e.g. finding cost savings for their factory due to a changing market condition. Feedback in the sense of the success of student's strategies is given directly through the designed Lego model and its functionality

    Design of Equipment Rack with TRIZ Method to Reduce Searching Time in Change Over Activity (Case Study : PT. Jans2en Indonesia)

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    Janssen is a manufacturing plant that works in furniture assembly. Component shortages often occurs, it will cause the increase of work in process (WIP) in assembly section. In previous studies, we analyze the root causes with FMEA and then it is resulted that router section is the constraint of the system. There are many non value added activities such as searching and transportation caused by a messy condition of work places and the devices that aren’t put in the right place. The impact is that the time allocated for every change over is higher than before. There are many components that are worked by the router section, so improvements are needed to minimize changes in over time. 5S method and the use of a new design of rack by TRIZ method are suggested for fixing the conditions of work environment. It is expected to eliminate non value added activities and changes in over time. Result shows that we can reduce non value activities in change over of regular components up to 41% and the elimination of this time is 41,6%. The non value activities in changeover of new items is 36,6% and this elimination of time is 53,3%. Key word : change over, kaizen, design, TRIZ metho

    Re-reengineering the dream: agility as competitive adaptability

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    Organizational adaptation and transformative change management in technology-based organizations is explored in the context of collaborative alliances. A Re-reengineering approach is outlined in which a new Competitive Adaptability Five-Influences Analysis approach under conditions of collaborative alliance, is described as an alternative to Porter’s Five-Forces Competitive Rivalry Analysis model. Whilst continuous change in technology and the associated effects of technology shock (Dedola & Neri, 2006; Christiano, Eichenbaum & Vigfusson, 2003) are not new constructs, the reality of the industrial age was and is a continuing reduction in timeline for relevance and lifetime for a specific technology and the related skills and expertise base required for its effective implementation. This, combined with increasing pressures for innovation (Tidd & Bessant, 2013) and at times severe impacts from both local and global economic environments (Hitt, Ireland & Hoskisson, 2011) raises serious challenges for contemporary management teams seeking to strategically position a company and its technology base advantageously, relative to its suppliers, competitors and customers, as well as in predictive readiness for future technological change and opportunistic adaptation. In effect, the life-cycle of a technology has become typically one of disruptive change and rapid adjustment, followed by a plateau as a particular technology or process captures and holds its position against minor challenges, eventually to be displaced by yet another alternative (Bower & Christensen, 1995)

    Resource Efficiency Learning Game – electric Scooter Game

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    AbstractFostering ideas that de-couple the world's growth in population and wealth from the increase of resource consumption must be tackled through the education of engineers. Those have to understand environmental, economic and social effects. Games have the potential to make people reflect their actions and to let them try out new approaches within a safe environment. A game has been developed to make students understand the effects of a resource efficient enterprise. The two-wheeler industry was taken as example because mobility is crucial element of human needs and sustainable development. The participants of this game are leading their own company

    Clearing the Hurdles: Steps to Improving Wages and Working Conditions in the Global Sportwear Industry

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    CCC_Clearing_the_Hurdles.pdf: 1032 downloads, before Oct. 1, 2020

    Skills are not enough : the globalisation of knowledge and the future Uk economy

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    The UK’s policy response to globalisation centres on building a highly skilled population and competing in higher value market places: this is not enough. The UK needs to move beyond a ‘national-centric view of the world’ and to place a greater emphasis on active demand side policy that engages with employers and focuses on job creation, job quality and labour supply

    Company-university collaboration in applying gamification to learning about insurance

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    Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning

    Jobs, natural resources, and community resilience: A survey of southeast Alaskans about social and environmental change

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    As part of the Community and Environment in Rural America (CERA) project, researchers at the Carsey Institute surveyed 1,541 residents of the ten boroughs and unincorporated census areas in Southeast Alaska to better understand social and environmental change in the region and their implications for Alaskan community and families. The authors of this brief report that social problems in the extremely isolated region of Southeast Alaska such as crime and drug use are closely related to economic distress, particularly in small outlying communities
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