Hostname: page-component-cd9895bd7-gbm5v Total loading time: 0 Render date: 2024-12-26T04:22:21.468Z Has data issue: false hasContentIssue false

Game-Based Learning of Knowledge Reuse in Engineering Education

Published online by Cambridge University Press:  26 July 2019

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

This paper presents an educational game fostering a new experience-based approach to teaching knowledge transfer using a codification strategy alone. The goal is to address and highlight some common issues and challenges that occur during knowledge transfer in product development and that are often difficult for especially students to grasp through exclusively a theoretical teaching approach. The game is introduced to 60 students in the final year of their Master's curriculum. In parallel, the game has been applied in a similar setting in a comparable higher educational institution, as well as in a product development organization.

“Sometimes you win—other times you lose and learn.”

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
© The Author(s) 2019

References

Alavi, M. and Leidner, D.E. (2001). “Review: Knowledge management and knowledge management systems: Conceptual foundations and research issues”, MIS quarterly, Vol. 25 No. 1, pp. 107136.Google Scholar
Braghirolli, L.F., Ribeiro, J.L.D., Weise, A.D. and Pizzolato, M. (2016). “Benefits of educational games as an introductory activity in industrial engineering education”, Computers in Human Behavior, Vol. 58, pp. 315324, available: http://doi.org/10.1016/j.chb.2015.12.063.Google Scholar
Djaouti, D., Alvarez, J. and Jessel, J.-P. (2011). “Classifying serious games: the G/P/S model’, in Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches”, IGI Global, pp. 118136, available: http://doi.org/10.4018/978-1-60960-495-0.ch006.Google Scholar
Kapp, K.M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education, John Wiley & Sons.Google Scholar
Lewis, M.A. and Maylor, H.R. (2007). “Game playing and operations management education”, International Journal of Production Economics, Vol. 105 No. 1, pp. 134149, available: http://doi.org/10.1016/j.ijpe.2006.02.009.Google Scholar
Morgan, J.M. and Liker, J.K. (2006). The Toyota product development system, Seattle, WA: Productivity Press.Google Scholar
Nonaka, I. and Takeuchi, H. (1995). The knowledge-creating company: How Japanese companies create the dynamics of innovation, Oxford university press.Google Scholar
Pivec, M., Dziabenko, O. and Schinnerl, I. (2003) “Aspects of game-based learning’, in 3rd International Conference on Knowledge Management, Graz”, Austria, pp. 216225.Google Scholar
Prensky, M. (2003). “Digital game-based learning”, Computers in Entertainment (CIE), Vol. 1 No. 1, pp. 2121, available: http://doi.org/10.1145/950566.950596.Google Scholar
Qian, M. and Clark, K.R. (2016). “Game-based Learning and 21st century skills: A review of recent research”, Computers in Human Behavior, Vol. 63, pp. 5058, available: http://doi.org/10.1016/j.chb.2016.05.023.Google Scholar
Sobek, D.K. II and Smalley, A. (2011). Understanding A3 thinking: a critical component of Toyota's PDCA management system, Boca Raton: CRC Press.Google Scholar
Stenholm, D. (2018). Reuse of Engineering Knowledge: Perspectives on Experience-Based Codified Knowledge in Incremental Product Development, Sweden: Chalmers University of Technology.Google Scholar