A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain

Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educa...

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Main Authors: Donna Qualters, Jacqueline Isaacs, Thomas Cullinane, Jay Laird, Ann McDonald
Format: Article
Language:English
Published: Georgia Southern University 2008-07-01
Series:International Journal for the Scholarship of Teaching and Learning
Subjects:
Online Access:https://digitalcommons.georgiasouthern.edu/ij-sotl/vol2/iss2/14
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spelling doaj-14d70bf5c389465eac6a228c1204b5bf2020-11-25T00:07:03ZengGeorgia Southern UniversityInternational Journal for the Scholarship of Teaching and Learning1931-47442008-07-012210.20429/ijsotl.2008.020214A Game Approach to Teach Environmentally Benign Manufacturing in the Supply ChainDonna QualtersJacqueline IsaacsThomas CullinaneJay LairdAnn McDonaldMultidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the Millennial Generation’s learning preferences. Shortfall is a prototype board game with a team approach and a trial and error methodology to introduce students to environmentally benign manufacturing in the supply chain using the automobile industry as a model. After playing the game, quantitative analysis showed that on average, students gained new knowledge and a changed perception of their confidence in their answers. Qualitative analysis of data demonstrated that students felt the game also helped them with the teamwork/communication aspects of supply chain. Future plans involve converting the game to a computer format to streamline its effectiveness for multi-institutional participation.https://digitalcommons.georgiasouthern.edu/ij-sotl/vol2/iss2/14Engineering educationGame theoryMillennial studentEnvironment
collection DOAJ
language English
format Article
sources DOAJ
author Donna Qualters
Jacqueline Isaacs
Thomas Cullinane
Jay Laird
Ann McDonald
spellingShingle Donna Qualters
Jacqueline Isaacs
Thomas Cullinane
Jay Laird
Ann McDonald
A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
International Journal for the Scholarship of Teaching and Learning
Engineering education
Game theory
Millennial student
Environment
author_facet Donna Qualters
Jacqueline Isaacs
Thomas Cullinane
Jay Laird
Ann McDonald
author_sort Donna Qualters
title A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
title_short A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
title_full A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
title_fullStr A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
title_full_unstemmed A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
title_sort game approach to teach environmentally benign manufacturing in the supply chain
publisher Georgia Southern University
series International Journal for the Scholarship of Teaching and Learning
issn 1931-4744
publishDate 2008-07-01
description Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the Millennial Generation’s learning preferences. Shortfall is a prototype board game with a team approach and a trial and error methodology to introduce students to environmentally benign manufacturing in the supply chain using the automobile industry as a model. After playing the game, quantitative analysis showed that on average, students gained new knowledge and a changed perception of their confidence in their answers. Qualitative analysis of data demonstrated that students felt the game also helped them with the teamwork/communication aspects of supply chain. Future plans involve converting the game to a computer format to streamline its effectiveness for multi-institutional participation.
topic Engineering education
Game theory
Millennial student
Environment
url https://digitalcommons.georgiasouthern.edu/ij-sotl/vol2/iss2/14
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