Teaching Fundamental Concepts of Industrial Engineering and Management by Using Examples from the Video Game Industry

Leif Sundberg
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Abstract

This paper presents experiences from using examples from the video game industry to teach fundamental concepts and theories of Industrial Engineering and Management. The video game console Dreamcast, which was released by SEGA in Japan in 1998, and discontinued in 2001, was used as a case to let engineering students analyze the trajectory of the console. A framework based on First Principles of Instruction was used to analyze the learning situation. The material consists of students' assignment and evaluations, and the responsible teacher's reflections. Students generally appreciated the opportunity to apply skills to explain a real-world problem. Pre-knowledge of the context was different between male and female students, which needs to be taken into consideration in future variants of the course. Teacher's reflections summarized advantages with this as using a market that many students are familiar with, that has a history related to engineering and economics, and differentiated market. Disadvantages included formal limitations in course duration and evaluation, but also lack of peer-reviewed material, and the reputation of video-games as just being “toys”.
以电子游戏产业为例,讲授工业工程与管理的基本概念
本文以电子游戏行业为例,介绍了如何教授工业工程与管理的基本概念和理论。1998年世嘉在日本发行、2001年停产的电子游戏机Dreamcast被作为案例,让工科学生分析游戏机的发展轨迹。运用基于教学第一原则的框架分析学习情境。材料包括学生的作业和评价,以及负责教师的反思。学生们通常都很欣赏这种运用技能来解释现实问题的机会。男女学生对语境的预知性是不同的,这一点需要在以后的课程变体中加以考虑。老师的反思总结了这样做的优点:使用了一个很多学生都熟悉的市场,有工程和经济相关的历史,有差异化的市场。缺点包括课程持续时间和评估的正式限制,但也缺乏同行评议的材料,以及电子游戏只是“玩具”的名声。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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