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| Content Provider | ACM Digital Library |
|---|---|
| Author | Sivak, Seth Isaacs, Jacqueline McDonald, Ann Sivak, Mark Laird, Jay |
| Abstract | There is a need for new pedagogical strategies to educate the current generation of engineering students who are still typically taught using standard lecture practices. The desire to address complex technological and social issues in an engaged manner inspired the development of a prototype board game created to raise the awareness of environmental issues in engineering. As part of a graduate thesis, the board game Shortfall was designed for in-class play by undergraduate and graduate engineering students and business students. The game structure was based on team competition of "companies" in the automobile supply chain, with the game objective set to achieve the highest profit. In 2005, it was evident that developments in digital technology allowed new opportunities to engage students in collaborative and active learning. A team of engineers, educators and designers further developed the board game with more in-depth scenarios and graphic organization. The game was then play tested and assessed learning and game play as an initial step in the process of developing a multi-player computer-based version of Shortfall. Student feedback from play testing, focus groups and surveys provided insights for redesigning the game for the computer platform. Two senior undergraduate engineering students in an independent study took these results and have created a prototype computer-based simulation designed as an experimental educational technology for an engineering course on environmentally benign manufacturing. This prototype was created to be the first computer-based step towards a fully networked multiplayer implementation. The transformation from board game to computer-based simulation presented many new challenges and tradeoffs, which are detailed in this paper. The goal was to maintain the core mechanics of the board game so that intellectual merit was not lost in translation while forging the first computer-based implementation. |
| Starting Page | 97 |
| Ending Page | 102 |
| Page Count | 6 |
| File Format | |
| ISBN | 9781595937490 |
| DOI | 10.1145/1274940.1274961 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2007-08-04 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Environmentally benign manufacturing Educational technology Serious games Supply chain simulation |
| Content Type | Text |
| Resource Type | Article |
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