Péter Bajor

6507453320

Publications - 3

Enhancement and assessment of engineering soft skills in a game-based learning environment

Publication Name: Proceedings of the European Conference on Games Based Learning

Publication Date: 2015-01-01

Volume: 2015-January

Issue: Unknown

Page Range: 178-185

Description:

Engineering education literature shares a consensual vision of the importance of soft skills for every workplace. Despite of the growing demand for graduates with high EQ (Emotional Intelligence Quotient), one of the main challenges of the industry is the lack of soft skills, in particular, communication and negotiation skills, problem-solving skills, interpersonal skills, as well as critical and creative thinking skills. This paper investigates the enhancement of skills in a game-based learning environment, which was specifically designed to develop both hard (technical) and soft (personal) skills of engineering students through hands on experiences and observations. The acquired data is gathered using data triangulation, and it consists of self-assessments, observations, questionnaires and technical measurements. Preliminary results indicate that the environment has a significant impact on soft skill development, and show a correlation between soft-skill development and the level of motivation and self-evaluation.

Open Access: Yes

DOI: DOI not available

Beer game - Demonstration and performance evaluation of supply chains

Publication Name: Proceedings of the European Conference on Games Based Learning

Publication Date: 2014-01-01

Volume: 2

Issue: Unknown

Page Range: 732-741

Description:

Professionals need special skills in supply chain management to perform all the required tasks - organising material and information flow, product development, forecasting, customer services and relations, warehousing, decision making and performance measurement. The scientific literature and empirical studies show consistently that in addition to this complex frame of operations the bullwhip effect is presence in every case. This expensive phenomena is hard to detect and measure, and able to cause serious problems in the chains. We consider the game based learning is an effective way to gain experiences rather than acquire only the theoretical background. The beer game as supply chain simulation is widely accepted in the demonstration of system dynamics and investigations of bullwhip effect. Considering the advantages and drawbacks of the numerous versions of the game we created android software for the trainings. The paper based training is hard to follow, in the boardgame the participants can't satisfy the basic rule of not sharing any information and the online version won't make the common/group learning possible. Our training use the beer game simulation connected with the Balanced Scorecard measurement system helps the participants to develop skills in recognition of the bullwhip effect, being familiar with the triggers and impacts, have tools for mitigation and the skill of choosing or designing solutions in the specific cases. The participants can study the theories, evaluate several inventory and order strategies and they also get instant feedback on the impact of their decisions.

Open Access: Yes

DOI: DOI not available

Game-based logistics tuition efforts in higher education

Publication Name: Proceedings of the European Conference on Games Based Learning

Publication Date: 2014-01-01

Volume: 2

Issue: Unknown

Page Range: 496-502

Description:

Logistics is one of the most powerful sources in business today. It is the key to open markets, to satisfy customers, to create sustainable supply chains and smart cities. As logistics are getting more and more into most companies'spotlight, there is a constantly growing need for qualified and well-trained experts. While logistics as a discipline went through a complete metamorphosis during the past few decades, related secondary school and university curriculums have mostly remained unchanged, and universities are seldom able to fulfill the needs of the rapidly changing market. The purpose of this study is to show how our game- and simulation-based environment may support the development of logistics tuition by concentrating on all three learning domains of Bloom's taxonomy, by providing hands on experiences and by being deeply rooted in everyone's natural learning process.

Open Access: Yes

DOI: DOI not available