Systems Engineering Principles in Problem SolvingAkhmad Hidayatno
This document provides guidance for participants in the ISEEC IEUI competition on applying principles of industrial and systems engineering to develop solutions. It outlines five key principles to consider: multidimensionality, analyzing components and their connections, taking a holistic and helicopter view, considering solutions from end-to-end, and co-creating value with customers. Participants are encouraged to demonstrate how they have addressed these principles, for example by showing different perspectives considered, diagrams of component relationships, impacts at various system scales, planning for implementation and disposal, and involving customers in needs analysis. The document emphasizes that problems result from complex connections, not just individual issues in isolation.
The document summarizes a research methodology for developing a multi-tiered dynamic systems model of Indonesia's sustainable biodiesel industry. The research aims to conceptualize micro and macro models to better understand relationships between the biodiesel industry and sustainability at both the industry and national levels. The micro model focuses on the biodiesel production chain and incorporates financial, environmental, and social indicators. The macro model links the micro model's sustainability outputs to energy demand and analyzes scenarios to inform integrated government policies that support a mature biodiesel industry and market in Indonesia.
Why Systems Engineering in Industrial and Systems EngineeringAkhmad Hidayatno
There are a lot of questions for Indonesian Industrial Engineering Program regarding the change of name to Industrial and Systems Engineering. These slides are parts of Studium Generale Lecture that I lectured some time ago.
1) Industrial Engineering is concerned with the integrated design, improvement and installation of systems comprising people, materials, equipment and energy.
2) It draws on specialized knowledge from various fields to specify, predict and evaluate system performance.
3) The three primary roles of Industrial Engineers are design, installation, and improvement of integrated systems.
Study Of Factors Influcencing The Quality And Yield Of Biodiesel Produced By ...mariamaraia
This document is Zaloa Ares Gondra's master's thesis which studied factors influencing the quality and yield of biodiesel produced via transesterification of vegetable oils. The thesis investigated producing biodiesel without external heat using a simple process suitable for individuals with limited chemistry knowledge. Various trials tested the effects of catalyst type and amount, methanol quantity, temperature, oil type, and cleaning methods. Results were analyzed using titration, solubility, soap, pH, and other tests. The experiments proved biodiesel can be made without external heat using both acid and alkali catalysts, and that water and dry cleaning methods reduced soap content in the final biodiesel. A centrifuge was also effective at
Jim Schnyder provides tips for sourcing candidates as PepsiCo's Sourcing Leader. He discusses using LinkedIn to increase connections and leverage connections of others. He also suggests using automated feeds and video/QR codes to promote jobs. Schnyder recommends the "Sit, Source, Remind" technique of meeting with high-potential employees to identify potential candidates among their connections. He shares examples of using technology like QR code generators and video conferencing to more efficiently source candidates.
Sourcing Tips - The Secrets of a Corporate Recruiter (Jim Schnyder - PepsiCo)Jim Schnyder
Jim Schnyder provides tips for sourcing candidates as PepsiCo's Sourcing Leader. He discusses using LinkedIn to increase connections and leverage connections of others. He also suggests using automated feeds and video/QR codes to promote jobs. Schnyder recommends the "Sit, Source, Remind" technique of meeting with high-potential employees to identify potential candidates among their connections. He shares examples of using technology like QR code generators and video conferencing to more efficiently source candidates.
Systems Engineering Principles in Problem SolvingAkhmad Hidayatno
This document provides guidance for participants in the ISEEC IEUI competition on applying principles of industrial and systems engineering to develop solutions. It outlines five key principles to consider: multidimensionality, analyzing components and their connections, taking a holistic and helicopter view, considering solutions from end-to-end, and co-creating value with customers. Participants are encouraged to demonstrate how they have addressed these principles, for example by showing different perspectives considered, diagrams of component relationships, impacts at various system scales, planning for implementation and disposal, and involving customers in needs analysis. The document emphasizes that problems result from complex connections, not just individual issues in isolation.
The document summarizes a research methodology for developing a multi-tiered dynamic systems model of Indonesia's sustainable biodiesel industry. The research aims to conceptualize micro and macro models to better understand relationships between the biodiesel industry and sustainability at both the industry and national levels. The micro model focuses on the biodiesel production chain and incorporates financial, environmental, and social indicators. The macro model links the micro model's sustainability outputs to energy demand and analyzes scenarios to inform integrated government policies that support a mature biodiesel industry and market in Indonesia.
Why Systems Engineering in Industrial and Systems EngineeringAkhmad Hidayatno
There are a lot of questions for Indonesian Industrial Engineering Program regarding the change of name to Industrial and Systems Engineering. These slides are parts of Studium Generale Lecture that I lectured some time ago.
1) Industrial Engineering is concerned with the integrated design, improvement and installation of systems comprising people, materials, equipment and energy.
2) It draws on specialized knowledge from various fields to specify, predict and evaluate system performance.
3) The three primary roles of Industrial Engineers are design, installation, and improvement of integrated systems.
Study Of Factors Influcencing The Quality And Yield Of Biodiesel Produced By ...mariamaraia
This document is Zaloa Ares Gondra's master's thesis which studied factors influencing the quality and yield of biodiesel produced via transesterification of vegetable oils. The thesis investigated producing biodiesel without external heat using a simple process suitable for individuals with limited chemistry knowledge. Various trials tested the effects of catalyst type and amount, methanol quantity, temperature, oil type, and cleaning methods. Results were analyzed using titration, solubility, soap, pH, and other tests. The experiments proved biodiesel can be made without external heat using both acid and alkali catalysts, and that water and dry cleaning methods reduced soap content in the final biodiesel. A centrifuge was also effective at
Jim Schnyder provides tips for sourcing candidates as PepsiCo's Sourcing Leader. He discusses using LinkedIn to increase connections and leverage connections of others. He also suggests using automated feeds and video/QR codes to promote jobs. Schnyder recommends the "Sit, Source, Remind" technique of meeting with high-potential employees to identify potential candidates among their connections. He shares examples of using technology like QR code generators and video conferencing to more efficiently source candidates.
Sourcing Tips - The Secrets of a Corporate Recruiter (Jim Schnyder - PepsiCo)Jim Schnyder
Jim Schnyder provides tips for sourcing candidates as PepsiCo's Sourcing Leader. He discusses using LinkedIn to increase connections and leverage connections of others. He also suggests using automated feeds and video/QR codes to promote jobs. Schnyder recommends the "Sit, Source, Remind" technique of meeting with high-potential employees to identify potential candidates among their connections. He shares examples of using technology like QR code generators and video conferencing to more efficiently source candidates.
Sourcing Secrets from Jim Schnyder (SourceCon Sourcing Grandmaster 2011)Jim Schnyder
As the SourceCon Grandmaster Sourcing Challenge winner for 2011, I wanted to share some best practices. This is a deck that I recently utilized at TalentNet (Chicago) and TalentWorks (Miami). After recruiting for more than 20 years and being both a headhunter and corporate recruiter, sourcing is the key that has helped me win awards like Corporate Recruiter of the Year, Pacesetter as a headhunter (MRI) and and this year with SourceCon. Many are just adapting basic tips and tricks avaiolable to all recruiters. You will not see a lot on Boolean logic or search terms since that is more specific. This deck is to be intended to help you up your game. Unless you are a direct competitior of mine, we are all in the recruiting game to help people and fill roles. What a great job! Adopt this tricks, adapt them in a way that work for you and then become more Adept at them than me or anyone else. Just let me know if these work for you or if you have success with a new spin @jimschnyder on Twitter. I occasionally also send out new tips so feel free to follow me too.
A ppt on PepsiCo. It includes sales and distribution management, Inventory management, production, transportation and logistics, Material Handling, warehousing, Supply chain management, Organizational Structure, Processes and Supply flow of materials used for the production.
Prepared by:
Abdul Hadi Anwar Siddiqui
I am luck that I share this Presentation with you because this is My best Presentation I prepared till now,
thanks........
For more information please follow me at,
Gmail: abdulhadianwar9998@gmail.com
facebook: https://www.facebook.com/innocent.hadi.733
The document describes a proposed information system for PepsiCo's supply chain management in Hyderabad, Pakistan. It discusses:
- Current issues with the manual system like time wasted, unreliable data, and high costs
- Objectives of the new MIS like reducing waste, increasing sales and customer satisfaction
- The system development life cycle phases including planning, analysis, design, implementation and use
- Key aspects of each phase like defining problems and objectives, organizing teams, designing inputs/processes/outputs
- Evaluating alternatives for hardware, software, and selecting optimal configurations
The proposed system aims to automate PepsiCo's supply chain and inventory management through a web-based information system.
PepsiCo is a Fortune 500 company headquartered in New York that manufactures and markets beverages and snacks. Its main product is Pepsi Cola, which sells over 100 billion cans per year. PepsiCo was formed through mergers and acquisitions of brands like Frito-Lay, Quaker Oats, Gatorade, Tropicana, and others. It operates globally with products in nearly 200 countries and regions. Indra Nooyi has been CEO since 2006 and has focused on healthier products and sustainability. PepsiCo is organized into divisions for Americas Foods, Americas Beverages, and International markets.
The document describes the development of a serious game to teach group decision-making skills to emergency managers. The game aims to embed learning in its mechanics by distributing crucial information among players, requiring cooperation. An evaluation found that groups playing the prototype made inefficient decisions and performed worse than individuals, replicating real-world group dynamics, suggesting the game provides a valid environment for skills training. Further work is needed to develop the full online multiplayer version and integrate it into the overall training program.
This document proposes a conceptual framework for serious games that uses serious game attributes and associates them with the Technology Acceptance Model. It describes a study that applied this framework to a serious game for teaching bus routes to university students. The results showed several significant relationships: between reward and transfer of skills, learner control and situated learning, transfer of skills and perceived usefulness, learner control and perceived usefulness, and situated learning and ease of use. The document concludes that the Technology Acceptance Model can assess learner intention to use serious games and that certain game attributes can inspire learner intention to use serious games for learning.
This document discusses using game design as a way for students to be assessed. It provides examples of different types of games students could create, including video games, board games, roleplaying games, and text adventure games. The document also provides suggestions for how teachers can assess student-created games, such as deciding assessment criteria in advance, balancing assessment of the game and learning objectives, assessing multiple subjects from one game, and ensuring enough assessment to compensate for project time. Overall, the document promotes game design as an engaging way for students to be assessed while learning.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
The document describes an innovation game project created by a student team. The game, called "Out of the Box", aims to foster innovative thinking in players. It involves using household items to build bridges and answering questions to earn pieces. Playtesting with teens provided positive feedback and led to rule modifications. The team's next steps include further development, a business plan for marketing and distribution, and manufacturing preparation to bring the game to market.
Designing Business Simulation Games using STELLA®, iThink® and isee NetSim™
Business simulation games and game-based learning provide many opportunities to engage business leaders, policymakers, stakeholders, and students in both learning and better decision-making. In this webinar, Ken Thompson of Bioteams Design will present simulation games and explain effective design techniques for publishing games to the web using isee NetSim™.
Gain an appreciation for how tools such as STELLA and iThink can be used to quickly build effective simulation games for learning and development. The webinar will start by providing context on the rapidly growing market for business simulation games, game-based learning, gamification, and informal learning. Examples of iThink business simulation games will then be presented. The webinar will conclude by covering the key aspects of STELLA/iThink which must be mastered to build simulation games.
Specific STELLA/iThink topics include:
Exploiting time-based graphical variables to automatically change the background game world
Using arrays to manage complexity and create agent-based dynamics in a game
Designing user interfaces for tablet and touchscreens, including sliders and on-off button combinations
Incorporating images to professionalize simulations and to allow multiple languages
Managing game parameters effectively with Excel
Leveraging the power of isee NetSim as a means to securely deploy simulations over the web
A framework for designing small bite-sized educational games for use in learning institution for more effective learning through Experiential Learning.
Playing to Learn Teaching User Research to Game Design Students by Heather De...Fran Maciel
The document discusses teaching user experience research methods to game design students at the University of Southern California. It describes a course where students learn about research principles like GAP and PLAY, observe usability testing, and conduct iterative user testing on their own games-in-progress. Through these hands-on experiences, most students come to understand the value of user research and incorporate it into their later work. The goal is to help shift the paradigm and make user research a normal part of the game development process.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The Basics of Game Design and Scratch - Unit PlanInstantTechInfo
This unit aims to teach middle/high school students the fundamental principals of game design and the basics of the popular game design software, Scratch.
A variety of resources are available for download, free of charge, from:
http://education.instanttechinfo.com/tutorials/gamedesignbasics.html
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
Games can be used to practice and refine existing knowledge and skills, identify gaps, serve as a review, and develop new relationships between concepts. They allow students to learn from mistakes by playing repeatedly and can make students proficient in skills months earlier than traditional classes alone. However, games can be sedentary and place high demands on school technology requirements and infrastructure.
Gamification and the Lean Startup methodology (LSM) have become buzz-words in academic literature, entrepreneurship and business practices world-wide. This synopsis is based on the Master thesis: Gamification of the Lean Startup Methodology by Tore Rasmussen and Simen Øxseth.
Read more about the science behind the teaching Lean Startup Methodology with the Playing Lean board game.
Sourcing Secrets from Jim Schnyder (SourceCon Sourcing Grandmaster 2011)Jim Schnyder
As the SourceCon Grandmaster Sourcing Challenge winner for 2011, I wanted to share some best practices. This is a deck that I recently utilized at TalentNet (Chicago) and TalentWorks (Miami). After recruiting for more than 20 years and being both a headhunter and corporate recruiter, sourcing is the key that has helped me win awards like Corporate Recruiter of the Year, Pacesetter as a headhunter (MRI) and and this year with SourceCon. Many are just adapting basic tips and tricks avaiolable to all recruiters. You will not see a lot on Boolean logic or search terms since that is more specific. This deck is to be intended to help you up your game. Unless you are a direct competitior of mine, we are all in the recruiting game to help people and fill roles. What a great job! Adopt this tricks, adapt them in a way that work for you and then become more Adept at them than me or anyone else. Just let me know if these work for you or if you have success with a new spin @jimschnyder on Twitter. I occasionally also send out new tips so feel free to follow me too.
A ppt on PepsiCo. It includes sales and distribution management, Inventory management, production, transportation and logistics, Material Handling, warehousing, Supply chain management, Organizational Structure, Processes and Supply flow of materials used for the production.
Prepared by:
Abdul Hadi Anwar Siddiqui
I am luck that I share this Presentation with you because this is My best Presentation I prepared till now,
thanks........
For more information please follow me at,
Gmail: abdulhadianwar9998@gmail.com
facebook: https://www.facebook.com/innocent.hadi.733
The document describes a proposed information system for PepsiCo's supply chain management in Hyderabad, Pakistan. It discusses:
- Current issues with the manual system like time wasted, unreliable data, and high costs
- Objectives of the new MIS like reducing waste, increasing sales and customer satisfaction
- The system development life cycle phases including planning, analysis, design, implementation and use
- Key aspects of each phase like defining problems and objectives, organizing teams, designing inputs/processes/outputs
- Evaluating alternatives for hardware, software, and selecting optimal configurations
The proposed system aims to automate PepsiCo's supply chain and inventory management through a web-based information system.
PepsiCo is a Fortune 500 company headquartered in New York that manufactures and markets beverages and snacks. Its main product is Pepsi Cola, which sells over 100 billion cans per year. PepsiCo was formed through mergers and acquisitions of brands like Frito-Lay, Quaker Oats, Gatorade, Tropicana, and others. It operates globally with products in nearly 200 countries and regions. Indra Nooyi has been CEO since 2006 and has focused on healthier products and sustainability. PepsiCo is organized into divisions for Americas Foods, Americas Beverages, and International markets.
The document describes the development of a serious game to teach group decision-making skills to emergency managers. The game aims to embed learning in its mechanics by distributing crucial information among players, requiring cooperation. An evaluation found that groups playing the prototype made inefficient decisions and performed worse than individuals, replicating real-world group dynamics, suggesting the game provides a valid environment for skills training. Further work is needed to develop the full online multiplayer version and integrate it into the overall training program.
This document proposes a conceptual framework for serious games that uses serious game attributes and associates them with the Technology Acceptance Model. It describes a study that applied this framework to a serious game for teaching bus routes to university students. The results showed several significant relationships: between reward and transfer of skills, learner control and situated learning, transfer of skills and perceived usefulness, learner control and perceived usefulness, and situated learning and ease of use. The document concludes that the Technology Acceptance Model can assess learner intention to use serious games and that certain game attributes can inspire learner intention to use serious games for learning.
This document discusses using game design as a way for students to be assessed. It provides examples of different types of games students could create, including video games, board games, roleplaying games, and text adventure games. The document also provides suggestions for how teachers can assess student-created games, such as deciding assessment criteria in advance, balancing assessment of the game and learning objectives, assessing multiple subjects from one game, and ensuring enough assessment to compensate for project time. Overall, the document promotes game design as an engaging way for students to be assessed while learning.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
The document describes an innovation game project created by a student team. The game, called "Out of the Box", aims to foster innovative thinking in players. It involves using household items to build bridges and answering questions to earn pieces. Playtesting with teens provided positive feedback and led to rule modifications. The team's next steps include further development, a business plan for marketing and distribution, and manufacturing preparation to bring the game to market.
Designing Business Simulation Games using STELLA®, iThink® and isee NetSim™
Business simulation games and game-based learning provide many opportunities to engage business leaders, policymakers, stakeholders, and students in both learning and better decision-making. In this webinar, Ken Thompson of Bioteams Design will present simulation games and explain effective design techniques for publishing games to the web using isee NetSim™.
Gain an appreciation for how tools such as STELLA and iThink can be used to quickly build effective simulation games for learning and development. The webinar will start by providing context on the rapidly growing market for business simulation games, game-based learning, gamification, and informal learning. Examples of iThink business simulation games will then be presented. The webinar will conclude by covering the key aspects of STELLA/iThink which must be mastered to build simulation games.
Specific STELLA/iThink topics include:
Exploiting time-based graphical variables to automatically change the background game world
Using arrays to manage complexity and create agent-based dynamics in a game
Designing user interfaces for tablet and touchscreens, including sliders and on-off button combinations
Incorporating images to professionalize simulations and to allow multiple languages
Managing game parameters effectively with Excel
Leveraging the power of isee NetSim as a means to securely deploy simulations over the web
A framework for designing small bite-sized educational games for use in learning institution for more effective learning through Experiential Learning.
Playing to Learn Teaching User Research to Game Design Students by Heather De...Fran Maciel
The document discusses teaching user experience research methods to game design students at the University of Southern California. It describes a course where students learn about research principles like GAP and PLAY, observe usability testing, and conduct iterative user testing on their own games-in-progress. Through these hands-on experiences, most students come to understand the value of user research and incorporate it into their later work. The goal is to help shift the paradigm and make user research a normal part of the game development process.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The Basics of Game Design and Scratch - Unit PlanInstantTechInfo
This unit aims to teach middle/high school students the fundamental principals of game design and the basics of the popular game design software, Scratch.
A variety of resources are available for download, free of charge, from:
http://education.instanttechinfo.com/tutorials/gamedesignbasics.html
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
Games can be used to practice and refine existing knowledge and skills, identify gaps, serve as a review, and develop new relationships between concepts. They allow students to learn from mistakes by playing repeatedly and can make students proficient in skills months earlier than traditional classes alone. However, games can be sedentary and place high demands on school technology requirements and infrastructure.
Gamification and the Lean Startup methodology (LSM) have become buzz-words in academic literature, entrepreneurship and business practices world-wide. This synopsis is based on the Master thesis: Gamification of the Lean Startup Methodology by Tore Rasmussen and Simen Øxseth.
Read more about the science behind the teaching Lean Startup Methodology with the Playing Lean board game.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Video games are loved and enjoyed by people of all ages across the world. At the moment, the global market value of the online game industry is above $300 billion. However, do you know that 83% of video games witness failures within 3 years of release. Similarly, 43% of the game projects were abandoned during the development stage. Know more at www.redappletech.com
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
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Strategic Sourcing Management Game: Grant for Prototype Development Report
1. Dr. Akhmad Hidayatno, ST., MBT.
Arry Rahmawan ST MT
Mohammad Rizky Nur Iman ST
DEPARTEMEN TEKNIK INDUSTRI
FAKULTAS TEKNIK UNIVERSITAS INDONESIA
Strategic Sourcing Management Game
Grant Report on Developing the Game Prototypt and The Info Display Box
2. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
Purwarupa ini merupakan sebuah serious
simulation game (SSG) yang digunakan untuk
memudahkan pembelajaran strategic sourcing
management (SSM) dalam bentuk permainan
papan. SSG digunakan untuk memudahkan
pengguna mempelajari struktur sistem industri
yang kompleks dalam suasana yang
menyenangkan sehingga dapat menciptakan
pengalaman belajar yang lebih baik.
Display dari purwarupa permainan papan
dibuat untuk dapat menampilkan dan
mengedukasi mengenai permainan papan
tersebut.
The prototype is a serious simulation game
(SSG) designed to help in the learning of
strategic sourcing management (SSMG)
concepts in the form of a board game. SSG can
help in the process of understanding complex
industrial system in a fun learning atmosphere
and therefore creating a better learning
experience.
A display of the game is created to
showcase the game outlook and also to
educate about the game.
3. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
SSMG is serious simulation game on learning about Strategic
Sourcing Concepts and Principles
About
3
SSMG simulates the experience in managing a
sourcing strategy development and
implementation in a physical board game
During the game, participants will learnt the
impacts of their decisions of different sourcing
strategy types
It can be used for practitioner, academicians and
students to begin or enhance their understanding
of strategic sourcing management through a more
engaging and dynamic learning environment.
Papan Permainan
Kartu Permainan
4. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
The game was developed based on our understanding of how
complex the decisions on selecting the right sourcing strategy
Decision involved Risks
4
• How the sourcing/purchasing functions
must be seen at both operational and
strategy levels
• There are many considerations and
expected challenges that must be
considered in implementing sourcing
functions as strategy
• Risks in implementing a strategy will be
different depending on the maturity
stages of the sourcing functions
Example of Learning Points highlighted in
the SSMG Game
Components in SSMG Game used to support
learning points
• Sourcing Strategy development process
prior to playing the game
• Risk cards that randomized challenges
faced by the players
• Maturity stages representations with the
players can decide how fast they will
achieve this
5. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
Permainan papan SSMG ini dapat
dimainkan hingga 4 tim di mana satu tim dapat
terdiri dari 3-4 peserta. Peserta akan
disimulasikan sebagai pimpinan suatu
perusahaan yang bertanggung jawab untuk
membuat dan melaksanakan strategi sourcing
untuk perusahaan tersebut. Target peserta
adalah untuk memenuhi permintaan produksi
dengan menggunakan biaya seefisien mungkin
Kelebihan permainan ini adalah pada
tema permainan (SSM) yang masih jarang
ditemukan. SSMG mungkin adalah alternatif
yang lebih baik dari metode edukasi
konvensional.
The SSMG can be played up to 4 teams in
which one team may consist of 3 to 4 players.
Players will simulate the game as a business
leader responsible for planning and implementing
sourcing strategy for their virtual firm. The
objective of the game is to meet the production
demand with the most efficient cost.
The advantage of this prototype is within the
theme of the learning goals (SSM), which is still
rare to be found in the form of a serious
simulation board game. SSMG is also an
alternative to the conventional education method
6. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
1. Roll dice to determine whether you should pick the risk card
2. Pick the risk card and place it in the documents area (if your dice rolled at odd numbers)
3. Move raw materials along the chain
• First, move raw materials in the lead time zone
• Then, move the raw materials from the main board into the lead time zone according to
the purchase order placed
4. Open demand cards
5. Fulfill demand
6. Terminate contract with current supplier (if desired)
7. Place purchase order
8. Move pawn 1 space. Move extra 1 space when successfully complete 3 periods without having
backlog. Do not move pawn when backlog occurs.
9. Fill in game worksheet forms
1. Determine the sourcing business model for each of the raw material category
2. Purchase the supplier contract card
3. Place purchase order
Initialization
phase
Game Phase
ALUR PERMAINAN/GAME FLOW
7. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
SSMG are displayed as an information display
Explaining SSMG in a display
7
SSMG Board miniature
SSMG Info
LCD TV 20 Inch
8. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
1. Developing the Game Display
Developing and Perfecting the Game
8
- Learning Points Selecetion
- Game Conceptualization
- Game Development
Primary Board Game
Team Boards
Game Combinations
- Students are the primary respondents
- 3 Different Testing is conducted
- Any feedbacks are used to perfect the game
Early Designs Game Testing
10. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
3. Developing SSMG Info Display
Developing a ways to explaining SSMD in a display
10
Early 3D Design of the Info Display Detailed Breakdown of the Info Display
11. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
4. Prototype Development
Building the Display Prototype
11
12. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
5. Video Development
Video Development on Game Explanation and How to Play
12
13. FACULTY OF ENGINEERING UNIVERSITAS INDONESIA
6. Final Presentation
Info Display, Info Banner and Video
13
Info Banner
Additional Display for the SSMG
The Info Display Prototipe
The final look of the display