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This Videogame is Just Like My Plant!

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Conference

2012 ASEE Annual Conference & Exposition

Location

San Antonio, Texas

Publication Date

June 10, 2012

Start Date

June 10, 2012

End Date

June 13, 2012

ISSN

2153-5965

Conference Session

Technology and Equipment to Improve IE Instruction

Tagged Divisions

Engineering Management, Systems Engineering, Engineering Economy, and Industrial Engineering

Page Count

17

Page Numbers

25.1358.1 - 25.1358.17

DOI

10.18260/1-2--22115

Permanent URL

https://peer.asee.org/22115

Download Count

384

Paper Authors

biography

Leonardo Rivera Universidad Icesi

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Leonardo Rivera has a Ph.D. in industrial and systems engineering from Virginia Tech. He is Head of the Department of Industrial Engineering, Universidad Icesi, Cali, Colombia.

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biography

Andrés López Universidad Icesi

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Andrés López has a M.Sc. in society of information from Universitat Oberta de Catalunya, a M.B.A. from Universidad Icesi, and a B.Sc. in business administration from Universidad Icesi. He is Director of the specialist degree in environmental management at Universidad Icesi.

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Andrés Calderón Universidad Icesi

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Andrés Calderón is a specialist in the teaching of history at the Universidad del Valle. He is also a Historian at the Universidad del Valle, and a Adjunct Professor and Game Master of the Serious Games series at Universidad Icesi.

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Abstract

This Videogame is just like my plant!This paper presents a learning experience that was developed using the commercialvideogame Rise of Nations for a graduate course on Manufacturing and Operations Strategy.This is a historical strategy game in which players compete by taking civilizations throughprogressive development stages. The game was employed under the Serious Gamesparadigm, in which a game is considered serious when it is used with an objective other thanentertainment. This paper explains the objectives of the use of the game in the class, theregulations and learning guides that were employed, the experiences the students lived, themain points the students take away from the use of the game and other experiences that takeplace in the class in addition to the delivery of contents and development of skills.The game has been a valuable vehicle to elicit reflection and social interaction in the students.Several aspects of the game were designed by the instructors and identified by the students asvalid metaphors to their daily work in manufacturing companies: Nonlinear processes canproduce unexpected outcomes; the territory is an analogy to a specific market; efficiency inthe use of resources is key to success; building capabilities requires a strategic outlook;competition is fierce and never stops (if you don’t control some territory, your competitorwill). At the end of the course the students evaluate the use of the game, and for severalsemesters the common theme has been that “This videogame is just like my plant!” Thispaper presents the learning experience and the methodology that was employed, which couldeasily be applied to other serious games for manufacturing classes.    

Rivera, L., & López, A., & Calderón, A. (2012, June), This Videogame is Just Like My Plant! Paper presented at 2012 ASEE Annual Conference & Exposition, San Antonio, Texas. 10.18260/1-2--22115

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