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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.
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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).
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Experiential learning cycle (Kolb&Kolb,
2012)
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The assembled product
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Developed factory
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Developed factory
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Learning factory activity
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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.
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Learning outcomes
• Long term theoretical and practical knowledge.
• Deep understanding of the concepts:
–
–
–
–
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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.
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Thank you for attention!
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