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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Georgia Southern University
2008-07-01
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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 |
work_keys_str_mv |
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