This work explores the impact of a game-based manufacturing simulation on learners’ knowledge and metacognitive problem-solving skills. The game is designed to teach students operations management concepts and to test their application in a simulated experience. Users begin the game as a new employee and complete an orientation to learn relevant manufacturing concepts. Users are then tasked with balancing customer demand and the manufacturing line's capacity while maximizing profit for a hypothetical water bottle-filling company. Participants’ content knowledge and metacognitive problem-solving skills were assessed using pre- and post-assessments.
This study examines the instructional and simulation portions of the design. In addition to examining the impact of the game on users, comparisons were made between users’ knowledge, metacognitive self-regulation skills, self-efficacy, and game-player types based on participants' situational interest. The results of these comparisons inform the development of scaffolding for future iterations of the game. Further, the results support the development of increasingly complex problem scenarios in the game. Broader implications include creating an engaging manufacturing game that can both aid learning and serve as a recruitment tool for potential STEM students.
http://orcid.org/0000-0003-3775-6445
Pennsylvania State University, Behrend College
[biography]
Are you a researcher? Would you like to cite this paper? Visit the ASEE document repository at peer.asee.org for more tools and easy citations.