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Decision-Making, Information Seeking, and Compromise: A Simulation Game Activity in Global Industrial Management

机译:决策,寻求信息和妥协:全球工业管理中的模拟游戏活动

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In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how problems are solved in engineering practice. For decision-making problems in particular, students are commonly taught to compare alternative solutions using information that is known and provided. However, many real-world decisionmaking problems require a broader range of problem-solving strategies, including information seeking, extrapolation of a decision's consequences, and compromise between parties with competing objectives. Accordingly, this paper describes a simulation game activity designed to offer industrial engineering seniors experience in solving realistic decision-making problems. The simulation game involved students working in teams that role-played as different types of companies in a global smartphone market, where teams needed to negotiate with one another to establish profitable contracts within the game's ruleset. In accordance with our learning objectives, we qualitatively examined how students sought information, adapted to changing conditions, and made decisions informed by constraints. Particularly, we sought to identify learning frameworks that fit the data well and would help us improve the design and assessment of the activity in later iterations. We found that the learning frameworks of metacognition and discrepancy resolution combined to explain most student activity relative to our learning objectives, and these frameworks suggest several points of improvement for the design and assessment of the simulation game.
机译:在本科工程教育中,学生往往过于解决问题的方法,这些方法是在工程实践中解决问题的不佳。特别是特别是决策问题,通常教授学生使用已知和提供的信息进行比较替代解决方案。然而,许多现实世界决策问题需要更广泛的解决问题的解决策略,包括寻求的信息,外推的决定后果,以及竞争目标的各方之间的妥协。因此,本文介绍了一种旨在提供工业工程老年人在解决现实决策问题方面的经验的模拟游戏活动。模拟游戏涉及在团队中工作的学生在全球智能手机市场中扮演不同类型的公司,在那里互相谈判所需的团队在游戏规则集中建立有利可图的合同。根据我们的学习目标,我们定性地检查了学生如何寻求信息,适应改变条件,并通过限制通知的决定。特别是,我们试图识别适合数据的学习框架,并将帮助我们改善在后面的迭代中的活动的设计和评估。我们发现,元识别和差异分辨率的学习框架相结合,以解释与我们的学习目标相比的大多数学生活动,这些框架提出了对模拟游戏的设计和评估的几点改进。

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