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Roller skis assembly line learning factory – development and learning outcomes Olga Ogorodnyk*, Malin Granheim, Halvor Holtskog, Ievgen Ogorodnyk *Tel.: +4748630583; E-mail: [email protected] Background • Project work on the topic “Improvement of a manual assembly line of roller skis at ABC company”. • Development of a learning factory based on the line and suggested improvements. 2 Used approaches/terms • Experiential learning is an active learning method, which is one of the most beneficial for manufacturing and engineering students, as here they get to work in the real situations. • Game based learning –“activities that have a game at their core, either as the main activity or as a stimulus for other related activities, and have learning as a desired or incidental outcome” (Kirriemuir&McFarlane, 2004). • Serious games are games that have a purpose to provide learners with “authentic learning experience where the entertainment and learning are seamlessly integrated” (Charsky, 2010). 3 Experiential learning cycle (Kolb&Kolb, 2012) 4 The assembled product 5 Developed factory 6 Developed factory 7 Learning factory activity • • • • Aim: Improve layout of the assembly line and cycle time. Introduction of theory and the problem; Practical round – assembly of one ski; A discussion session – reflect on the theory and assembly process and decide on improvements needed; • Practical round – apply improvements and look at how the process has changed, assemble as much skis as possible during the given time (time decided by instructor); • A discussion session – sum up the implemented improvements and link them to the theory presented in the very beginning, think about future improvement; • In total: 2 assembly rounds and 3 theoretical rounds, which correspond to different phases of the experiential learning cycle. 8 Learning outcomes • Long term theoretical and practical knowledge. • Deep understanding of the concepts: – – – – 9 Kaizen Waste reduction Efficiency Push/pull production systems References • J. Kirriemuir, A. McFarlane, Literature review in games and learning, A NESTA Futurelab Research report, 2004. • D. Charsky, From edutainment to serious games: A change in the use of game characteristics, Games and culture, 2010. • A.Y. Kolb, D.A. Kolb, Experiential learning theory, Encyclopedia of the Sciences of Learning, Springer, 2012, pp. 1215-9. 10 Thank you for attention! 11