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Reverse Engineering Role Play to teach Systems Engineering

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Alessandro Bertoni

2019 PRACTICE

BEST !

Reverse Engineering Role Play to teach Systems Engineering

For more information see: Bertoni, A. (2019). A Reverse Engineering Role-Play to Teach Systems Engineering Methods. Education Sciences, 9(1), 30, part of the Special Issue ”Toward Excellence in Engineering Education”.

Engage the students in a three-stage reverse engineering role-play to increase their awareness of the importance of correctly using systems engineering methods, by experiencing them “in real life”.

Systems engineering projects require multidisciplinary skills and cross-function- al design teams, including a wide set of dis- ciplines, such as design, manufacturing, system analysis, knowledge management, and sustainability analysis. Different meth- ods to structure, formalize, and validate knowledge have been developed by both researchers and industrial practitioners since the 1980s

However, students engaged in systems engineering education typically lack expe- rience and understanding of the multidis- ciplinary complexity of systems engineer- ing projects. They struggle to understand the value, rationale, and usefulness of established systems engineering methods, often perceiving them as banal or trivial.

The reverse engineering role-play is designed to address two intended learning outcomes of the course:

Be able to develop a systems engineering concept design as the basis for further detailed design;

Apply systems engineering tools (e.g., requirements development and management, robust design, design structure matrix) to realistic problems;

The activity focuses on providing a realis- tic project in which students can apply sys- tems engineering methods and reflect on their benefits, drawbacks, and challenges.

The role-play is organized as a two-day activity in which the students acts initially as members of an engineering team deal- ing with the reverse engineering of a prod- uct (stage 1), assuming later (stage 2) the role of members of a product innovation team in charge of the redesign of the avail- able product. The two stages are followed by an individual activity, in which each stu- dent takes the role of a

manager to select the most relevant design to be further developed. This is done to replicate a cross-functional development scenario in which designers and deci- sion makers are two differ- ent groups of stakeholders.

At the end of the role play the students are asked to self-reflect on what they would do diffrently the next time they will face such a problem. In the last years the majority of the students stated that they would make

a bigger effort in adding details to the models and make them more readable.

Thanks to the role play the students developed a critical perspective toward their own work, and the data from the last years show a shared understanding about the necessity to use well-formalized, detailed, and effectively communicated methods during SE, suggesting that the learning activity is effective in avoiding the risk of the systems engineering methods being considered as a triviality.

Utgivare: Blekinge Tekniska Högskola Ansvarig enhet: Enheten för utbildningsutveckling Ort: Karlskrona

Titel:

Blekinge Tekniska Högskola Best Practice

Numrering:

13 / 2019

References

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