Salt Lake City, Utah
June 23, 2018
June 23, 2018
July 27, 2018
Industrial Engineering
Diversity
16
10.18260/1-2--29684
https://peer.asee.org/29684
1623
Gokhan Egilmez is an assistant professor in the Industrial and Systems Engineering program at University of New Haven. He previously worked as assistant professor of Industrial and Manufacturing Engineering at North Dakota State University and postdoctoral research associate in the department of Civil, Environmental and Construction Engineering at University of Central Florida. Gokhan has Ph.D. in Mechanical and Systems Engineering, M.S. degrees in Industrial & Systems Engineering, and Civil Engineering from Ohio University, and B.S. in Industrial Engineering from Istanbul Technical University, Turkey. His research interests cover a variety of topics that include engineering education, applied optimization and simulation modeling, social, economic and environmental life cycle assessment, data analytics, engineering education, energy and sustainability, input-output analysis, transportation sustainability and safety. Gokhan has over 50 peer-reviewed publications in prestigious academic journals, books, and conference proceedings related to sustainable development, life cycle assessment, manufacturing system design and control, supply chain management, transportation safety assessment, and predictive modeling & machine learning. For more information, please visit his personal blog at https://gokhanegilmez.wordpress.com/
In this educational research project, game-based in-class and after-class learning activities are developed to teach selected inventory control strategies to undergraduate and graduate students. Students from Supply Chain Management and System Simulation courses are targeted, who are taught by different instructors. The activities include teaching the inventory control policies to students in a regular class setting, then providing an overview on a game developed on MS Excel. In the game, the lead time and customer demand variables are defined uncertain, and not given to students, which make the assignment an ill-structured problem. A 12-month planning and execution period is given to students with qualitative and quantitative information about 3 products. The students are given a 1-week period to play the game. The game simulates selected inventory control strategies with reorder point and order quantity parameters for 12 months. The learning outcomes of the course related to inventory control, and students’ experience with the game are surveyed. Survey results are statistically and visually analyzed. Overall results indicated that the proposed gamification approach is found to have positive impact in learning effectiveness in the majority of evaluation categories. In addition, the contribution of the proposed gamification approach was found to be effectively supporting the learning outcomes of the course.
Egilmez, G., & Gedik, R. (2018, June), A Gamification Approach for Experiential Education of Inventory Control Paper presented at 2018 ASEE Annual Conference & Exposition , Salt Lake City, Utah. 10.18260/1-2--29684
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