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Virtual Enterprise Resource Planning for Production Planning and Control Education

Globalization and advances in information technology have prompted a change in the credentials of the engineers today. Industry needs engineers who can work in a distributed, multifunctional, cross-cultural and multidisciplinary avenue. Unfortunately, the engineering academia has not successfully responded to this change. There is a need to change the traditional lecture based passive learning methodology to an active technology-enabled multi-sensory experiential learning methodology using simulation games. To fill this critical gap we propose a motivation-based multi-source active learning methodology, which meets the expectations and demand from the industry as well as creates a technology-enabled virtual learning experience. The proposed learning methodology encompasses constructivist learning by the use of simulation game, objectivist instructor led learning and collaborative learning through peer-to-peer interaction. A state-of-the-art survey of simulation games application in education with detailed analysis of applications in engineering education and professional organization dealing with educational simulation games is conducted. The similarities, differences and advantages of simulation games compared with problem-based learning are stated explicitly. The classification of the existing simulation games application in engineering indicates that there is need for integrated all-encompassing simulation game applications in engineering. Two surveys conducted to assess the need of simulation games in education and production planning and control education methodology are explained. The first survey conducted indicates that the student favor the use of computer simulation games over the traditional classroom method. The second survey suggests that the use of simulation games and computer based software packages is not prevalent in today's production planning and control education. Specifications of the iPPC online simulation game with a specific implementation case study on a Minivan Production Planning project are described. Finally we conclude that the proposed methodology has a potential to uplift and revamp the engineering education by addressing the long-faced issues and incorporating modern technological tools to make learning process more effective.
Keywords: Simulation Games; Production Planning and Control; Inventory Theory; Enterprise Resource Planning; Active Learning

Reference: MS Thesis, Amit Deshpande, University of Cincinnati, Engineering : Industrial Engineering, 2008.

1 comment:

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