San Antonio, Texas
June 10, 2012
June 10, 2012
June 13, 2012
2153-5965
Engineering Management, Systems Engineering, Engineering Economy, and Industrial Engineering
17
25.1358.1 - 25.1358.17
10.18260/1-2--22115
https://peer.asee.org/22115
384
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.
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.
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.
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
ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2012 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015