Employee qualification by digital learning games Matthias Görke, Vivian Bellmann, Jan Busch, Peter Nyhuis 05.04.2017, CLF 2017, Darmstadt Motivation Employees are one of the key success factors for mastering change High level of employee qualification is an essential prerequisite Digital learning games as new and flexible way of learning Learning factories have garnered particular attention during the last years Supplementing learning factories by digital games offers new possibilities Learning factories show certain drawbacks in terms of individual learning flexibility © Bettina slide 2 Fischer Different types of learning concepts synchronous Classroom Teaching same time – same place same time – different place Example Example Learning Factories Tele-tutoring © Bettina Fischer Location dependent Location independent different time – same place different time – different place Example Example Computer Labs Digital Learning Games © reallean Distance Learning asynchronous (in Anlehnung an [Myrach/Montandon 2008]) Myrach (2008), Nyhuis (2015) slide 3 Comparison of Learning Factories and Digital Learning Games Learning Factories Digital Learning Games Advantages Advantages • Taught subjects can be embedded in a practical application context • Possibility of time- and location-independent learning • Interaction with other trainees develops additional skills • Greater liberty for trainees in designing their individual learning process © Bettina Fischer © reallean Disadvantages Disadvantages • Commitment to a specific time and place • • Only limited design options for individual learning processes Hardly any development of social skills due to the lack of interaction with other trainees • Digital mediation complicates the knowledge transfer to practical application Myrach (2008), Nyhuis (2015), Kreimeier (2014) slide 4 Using digital learning games within IFA Lernfabrik Problems experienced at IFA Lernfabrik Certain probability that ideal solution would not be found Players are not able to change roles within the factory Learning is restricted to the time in the learning factory Problem-solving is iterative and time-consuming Understanding of problems is limited No sufficient sustainability of knowledge transfer The introduction of the digital learning game is designed to serve three aims Use of the game to support problem-solving process (parallel to classroom training) slide 5 General understanding of problems for all players in the learning factory Enabling independent problemsolving and consolidation of knowledge Benefits of virtual learning environments for … © Bettina Fischer Players Combined with a learning factory As an independent application • Experiential learning through direct implementation in the learning factory • Intrinsic motivation to find a solution thanks to ludic character • Trying out ideas without risk • Improvement of the solution quality • Broader understanding of the problems amongst all players of the simulation game Nyhuis (2015) slide 6 © reallean Companies • Time- and location-independent learning leads to lower training costs • Time- and location-independent learning • Higher training quality, particularly where the retention in memory is concerned • Customization to individual requirements and knowledge levels in independent problem-solving If company-specific environments are used: • Greater transfer thanks to the closeness to own practices Subjects and methods taught at IFA Lernfabrik OnePiece Flow Line Balancing 5S Material Supply (Milk-Run) PPC Methods expertise at IFA Lernfabrik First digital game approach should deal with the method of Line Balancing slide 7 Digital Learning Game Line Balancing Zykluszeit [Sek.] Zykluszeit [Sek.] 70 70 60 60 50 50 40 40 General Problem: 30 30 20 20 • 10 • The working hours at the stations strongly fluctuate in the initial state Zykluszeit [Sek.] 10 A B C D E A B C D E Station A B C Zykluszeit [Sek.] Inbalanced process results in reduced70output 60 50 system and strong stock fluctuations within the 70 60 50 40 40 30 30 20 20 10 10 A B C D Station E Station Final State Current problem-solving process: • Besides the process time, the players get the possibility to use the digital game • Players receive an evaluation of the working hours at every station • The provided assembly priority plan supports the problem-solving • Synchronisation of the work stations (teamwork) • Trail-and-error-Process can be carried out by simulation and supports the ideal problemsolving • Problem-solving by trail-and-error slide 8 D E Stat Live Demo (reallean) Line Balancing Line balancing within the digital learning game © reallean slide 9 Further improvement of the digital learning game Further Development: Feature of digital games Interactivity • In order to meet the requirements of educational games, further development of digital games is needed • In order to intensify the learning experience, further scenarios need to be developed • Combination of digital games with real production data Multimediality Involvement Further Research: Challenge Social experience Reward features adressed slide 10 Additional potential • Validation of the additional benefits created by digital games • Analysis which game elements generate outstanding motivation For further questions we are pleased to answer: Institute of Production Systems and Logistics Prof. Dr.-Ing. habil. Peter Nyhuis An der Universität 2 D-30823 Garbsen Germany Matthias Görke 0511/ 762-18181 Produktionssystemgestaltung [email protected] Thank you for your attention. slide 11 Tel.: +49 511 / 762-2440 Fax.: +49 511 / 762-3814 www.ifa.uni-hannover.de Literature T. Myrach, C. Montandon, Blended Learning. Kombination von Präsenzlehre und E-Learning, in: N. Thom, R. J. Zaugg, Moderne Personalentwicklung. Mitarbeiterpotenziale erkennen, entwickeln und fördern, Springer Gabler, 2008, pp. 190-206 P. Nyhuis, V. Bellmann, S. Majid Ansari, Auswirkungen von globalen Trends auf die Lehr- und Lernkonzepte der Zukunft, in: H. Meier, Lehren und Lernen für die moderne Arbeitswelt, Schriftenreihe der Hochschulgruppe für Arbeits- und Betriebsorganisation e.V. (HAB), GITO-Verlag, Berlin, 2015, pp. 163-181 D. Kreimeier, F. Morlock, C. Prinz, B. Krückhans, D. Cüneyt Bakir, H. Meier, Holistic Learning Factories – A Concept to Train Lean Management, Resource Efficiency as Well as Management and Organization Improvement Skills, in: Procedia CIRP 17, 2014, pp. 184-188 slide 12
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