供应链4.0教育从2D到3D:一种LSP方法

A. Deif
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摘要

目的本研究旨在调查乐高严肃游戏(LSP)对高等教育教学供应链(SC) 4.0的有效性的影响,从传统的2D方法到3D方法。本研究探讨了LSP作为一种游戏化教学方法,利用手和大脑之间的联系来激发和吸引学生使用隐喻和讲故事来建立3D模型。设计/方法/方法在50名学生(超过两个学期)中进行了一项实证研究,他们参加了SC 4.0课程,并在他们的期末项目中使用了LSP,重点是数字SC设计。我们设计了两份问卷(一份是在标准LSP研讨会之后,另一份是在项目完成后)来征求关于LSP如何帮助学生更好地理解sc4.0主题和完成他们的项目的反馈。使用Bloom的分类法和其他教学框架对结果进行分析,以了解LSP在认知、动机和社会层面的积极影响。研究结果表明,通过为学生提供将这些原则和技术应用于未来项目的机会,使用实际的3D方法,使用LSP可以增强各种SC原则和技术的教学,超越抽象的观点(2D)。LSP方法证明了它能够帮助学生以有意义和有趣的方式导航低阶思维技能(LOTS)和高阶思维技能(HOTS)。最后,通过LSP可以明显提高学生的设计技能,因为它释放了想象力,并利用了内部知识和集体投入。研究的局限性/意义对一个案例研究的依赖可能是对所提出结果的概括的限制。由于所分析的案例研究具有代表性,这种限制被削弱了。此外,所提出的工作应该鼓励未来的分析,并将LSP的实施扩展到其他SC 4.0教学环境和应用中。原创性/价值本文对关于在SC教育中使用游戏化的极少数文献做出了贡献,特别是如何在SCM 4.0教学中采用LSP方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Going from 2D to 3D in supply chain 4.0 education: an LSP approach
PurposeThis study aims at investigating the impact of using Lego Serious Play (LSP) on the effectiveness of teaching supply chain (SC) 4.0 in higher education by going from a traditional 2D approach to a 3D one. LSP in this study is explored as a gamification pedagogical approach that taps into the connection between hands and brain to inspire and engage students to build 3D models using metaphors and storytelling.Design/methodology/approachAn empirical study was conducted among 50 students (over two terms) who were enrolled in a SC 4.0 course and used LSP in their final project that focused on digital SC design. Two questionnaires were designed (one after the standard LSP workshop and the other upon completion of the project) to solicit feedback with respect to how LSP helped students to better understand SC 4.0 topics and fulfill their project. The results were analyzed using Bloom’s taxonomy as well as other pedagogical framework to understand the positive impact of LSP at the cognitive, motivation and social levels.FindingsResults showed that using LSP can enhance the teaching of various SC principles and technologies beyond the abstract point of view (2D) through offering the students an opportunity to apply these principles and technologies in a futuristic project using a hands-on 3D approach. The LSP approach demonstrated its ability to help students navigate through both lower order thinking skills (LOTS) and higher order thinking skills (HOTS) in a meaningful and playful manner. Finally, improving the design skills for students was clear using LSP as it unleashes imagination and taps into internal knowledge together with collective inputs.Research limitations/implicationsThe reliance on one case study can be a limitation regarding the generalization of the proposed results. This limitation is attenuated by the representativeness of the case study analyzed. Furthermore, the presented work should encourage future analyses as well as expanding the implementation of LSP to other SC 4.0 teaching contexts and applications.Originality/valueThis paper contributes to the very few literatures regarding using gamification in SC education and specifically how LSP methodology can be adopted in teaching SCM 4.0.
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