Mid Sweden University

miun.sePublications
Planned maintenance
A system upgrade is planned for 10/12-2024, at 12:00-13:00. During this time DiVA will be unavailable.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Teaching Fundamental Concepts of Industrial Engineering and Management by Using Examples from the Video Game Industry
Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Systems and Technology.ORCID iD: 0000-0002-1337-0479
2019 (English)In: 2019 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM), IEEE, 2019, p. 911-915, article id 8978916Conference paper, Published paper (Refereed)
Abstract [en]

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 in using an example from a differentiated market that many students are familiar with and that has a history related to engineering and economics. Disadvantages included formal limitations in course duration and evaluation, but also lack of peer-reviewed material, and the reputation of video-games asjust being “toys”.

Place, publisher, year, edition, pages
IEEE, 2019. p. 911-915, article id 8978916
Keywords [en]
Dreamcast, video games, teaching
National Category
Learning
Identifiers
URN: urn:nbn:se:miun:diva-37854DOI: 10.1109/IEEM44572.2019.8978916ISI: 000541902500181Scopus ID: 2-s2.0-85079606361ISBN: 978-1-7281-3804-6 (electronic)OAI: oai:DiVA.org:miun-37854DiVA, id: diva2:1374898
Conference
The 2019 IEEE International Conference on Industrial Engineering & Engineering Management (IEEM), Macau, China
Available from: 2019-12-03 Created: 2019-12-03 Last updated: 2020-07-10Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Sundberg, Leif

Search in DiVA

By author/editor
Sundberg, Leif
By organisation
Department of Information Systems and Technology
Learning

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 191 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf