@misc{TurschGoldmannWoll, author = {Tursch, Philipp and Goldmann, Christine and Woll, Ralf}, title = {Integration of TRIZ into Quality Function Deployment}, series = {Management and Production Engineering Review}, volume = {6}, journal = {Management and Production Engineering Review}, number = {2}, doi = {10.1515/mper-2015-0017}, pages = {56 -- 62}, language = {en} } @inproceedings{RichGoldmannWoll, author = {Rich, Beatrice Monique and Goldmann, Christine and Woll, Ralf}, title = {Product Audits - Why we don't ask the customers?}, series = {Proceedings, 19th QMOD-ICQSS Conference International Conference on Quality and Service Sciences, Rom (Italy)}, booktitle = {Proceedings, 19th QMOD-ICQSS Conference International Conference on Quality and Service Sciences, Rom (Italy)}, editor = {Dahlgaard-Park, Su Mi and Dahlgaard, Jens J{\"o}rn}, publisher = {Lund University Library Press}, address = {Lund}, isbn = {978-91-7623-086-2}, pages = {229 -- 244}, language = {en} } @misc{RichWorlitzGoldmannetal., author = {Rich, Beatrice Monique and Worlitz, Jane and Goldmann, Christine and Schulze, Mathias and Kazula, Stefan and Woll, Ralf}, title = {Preparing STEM Students for Leading Positions through Supervising Younger Students}, series = {2018 International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 4-7 December 2018, Wollongong, NSW, Australia}, journal = {2018 International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 4-7 December 2018, Wollongong, NSW, Australia}, publisher = {IEEE}, address = {Piscataway, NJ}, isbn = {978-1-5386-6522-0}, doi = {10.1109/TALE.2018.8615359}, pages = {835 -- 839}, abstract = {Social and leadership skills are often neglected during studies (especially in STEM subjects). It is precisely these skills that are urgently needed in professional life. The CoMeT "Concepts, Methods and Techniques for Project Management" module was developed to meet the need to acquire social and leadership skills. After a preliminary consideration an overview of the module is given. First, the teaching and learning concept is presented and insights into the seminar work are given. In addition to the competence-oriented examination methods, the integration of digital elements are presented. The continuous further development of the module, adapted to the needs of students and the economy, is a constant goal of the teachers. For this reason, there are already transmission possibilities of the module in planning. Instead of instructing groups of students in project work, pupils are to be introduced to science and study through small projects.}, language = {en} } @inproceedings{RichKretschmerGoldmannetal., author = {Rich, Beatrice Monique and Kretschmer, Daniel and Goldmann, Christine and Hettling, Laura and Brandt, Andreas and Woll, Ralf}, title = {Praxis-Oriented Teaching of Project Management Skills for STEM Students in Higher Education}, series = {2018 International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 4-7 December 2018, Wollongong, NSW, Australia}, booktitle = {2018 International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 4-7 December 2018, Wollongong, NSW, Australia}, publisher = {IEEE}, address = {Piscataway, NJ}, isbn = {978-1-5386-6522-0}, doi = {10.1109/TALE.2018.8615345}, pages = {829 -- 834}, abstract = {Nowadays more people work in small teams and projects than in the past. If the students enter the world of work after graduation, they should not only have specialist knowledge. They should know how to plan and implement projects and how to work in teams in a goal-oriented manner. The developed teaching and learning concept combines practice-oriented knowledge transfer by using digital elements. Through the methods game-based-learning, project-based-learning and role-playing the module was didactically prepared according to the requirements. Due to the interdisciplinary orientation, the module is very suitable for STEM (Science, Technology, Engineering, Math) students with ISCED (International Standard Classification of Education) level 6 or 7. The teaching concept was developed at the Brandenburg University of Technology and has been enthusiastically accepted by students for several years.}, language = {en} } @inproceedings{RichGoldmannWoll, author = {Rich, Beatrice Monique and Goldmann, Christine and Woll, Ralf}, title = {Analysis of the need for product audit improvements in companies}, series = {Proceedings of the 20th QMOD Conference on Quality and Service Sciences, Helsingor (D{\"a}nemark)}, booktitle = {Proceedings of the 20th QMOD Conference on Quality and Service Sciences, Helsingor (D{\"a}nemark)}, abstract = {Based on concepts, such as the Kano Model, it can be assumed that the customer needs for the same product, change over time. Furthermore, innovation and the continuous develop-ment of the state of the art change the demands on a product. This implies that it is neces-sary for companies to evaluate and develop their product audits. In a previous paper, the re-search need for product audit improvements based on changing customer requirements was investigated by a literature analysis and three expert interviews. The present study is the additional practice-oriented analysis of the need for further research. The objective of this study is to uncover the practice-oriented need for research in compa-nies in order to develop methods and procedures based on a theoretical and scientific level. Methodology/Approach: A questionnaire investigates the state of the art application-oriented problem in different industrial branches. Based on previous research the survey was developed online, which was sent to different companies, shared on social media platforms, and was available online for several month. Findings: The survey confirmed the theoretically determined need for research. Approximately 90 percent of the respondents have the opinion that product audits have to be developed contin-uously based on changing customer requirements. About 54 percent of the participants wish to receive methodological support because they do not know how to carry out an analysis of changing customer requirements. Research Limitation/implication: These findings are limited to the considered companies and industrial branches. Value of paper: The study shows the need for research of product audit improvement as well as the need for developing methods to compare quality scales of various target groups. This is the basis for feasibility investigations.}, language = {en} } @misc{GoldmannRichHuelseetal., author = {Goldmann, Christine and Rich, Beatrice Monique and H{\"u}lse, Max and Woll, Ralf}, title = {Empirische Untersuchung der Akzeptanz verschiedener Antriebsarten von Automobilen in der Gesellschaft}, series = {Trends und Entwicklungstendenzen im Qualit{\"a}tsmanagement: Bericht zur GQW-Jahrestagung 2021 in Cottbus}, journal = {Trends und Entwicklungstendenzen im Qualit{\"a}tsmanagement: Bericht zur GQW-Jahrestagung 2021 in Cottbus}, editor = {Woll, Ralf and Goldmann, Christine}, edition = {1. Auflage}, publisher = {Springer Fachmedien}, address = {Wiesbaden}, isbn = {978-3-658-38685-6}, issn = {978-3-658-38686-3}, doi = {10.1007/978-3-658-38686-3_7}, pages = {115 -- 133}, abstract = {Ein wichtiger Aspekt beim Kauf eines Neufahrzeugs ist u. a. die Wahl der Antriebsart des Automobils. Um den neuen Umweltanforderungen aus Politik und Gesellschaft gerecht zu werden, m{\"u}ssen Unternehmen der Automobilbranche Anpassungsstrategien entwickeln und sich mit ihren Produkten neu ausrichten. Besonders sichtbar wird die Diskussion in Anbetracht der Endlichkeit fossiler Ressourcen f{\"u}r die Automobilbranche beim {\"U}bergang auf alternative Antriebsarten. Beim Auswahlprozess eines Fahrzeugs ist f{\"u}r die K{\"a}uferInnen u. a., die Wahl der Antriebsart eine mittlerweile grundlegende Fragestellung, welche in Zukunft weiter an Bedeutung zunehmen wird. Dabei wirken verschiedene Einfl{\"u}sse und Anforderungen auf den Auswahlprozess zur Antriebsart. Diese Einfl{\"u}sse und Kriterien werden im Rahmen der vorliegenden Studie untersucht. Ziel ist es, Treiber f{\"u}r die Anforderungsverschiebung bei den KundInnen zu identifizieren und Handlungsempfehlungen f{\"u}r das Anforderungsmanagement der Automobilbranche abzuleiten. Daf{\"u}r kommt neben einer Literaturrecherche eine Onlineumfrage zum Einsatz. In einer ersten Vorauswahl wurden mittels Literaturanalyse 11 Kriterien identifiziert. Zu diesen geh{\"o}ren unter anderem: die Wohnregion, das Geschlecht, die Zufriedenheit mit dem Versorgungsnetz und die Reichweite eines Automobils. Als Ergebnis aus der anschließenden Onlineumfrage kann festgehalten werden, dass die Wahl der Antriebsart von verschiedenen Faktoren abh{\"a}ngig ist und viel Spielraum f{\"u}r weitere Forschungsarbeiten bietet. Basierend auf der Datenauswertung sind vor allem personenbezogene Daten, wie Alter und Wohnregion eines Individuums, maßgebend bei der Wahl der Antriebsart. Zur Erreichung politischer Klimaziele, ist eine zuk{\"u}nftige nachhaltige Erh{\"o}hung der Akzeptanz alternativer Antriebe unumg{\"a}nglich. Daf{\"u}r bedarf es einer intensiven Einbindung der Nachfrageseite.}, language = {de} } @misc{GoldmannWoll, author = {Goldmann, Christine and Woll, Ralf}, title = {Application of gamification elements in university education to improve the learning process}, series = {15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings}, journal = {15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings}, publisher = {IATED Academy}, address = {Valencia, Spain}, isbn = {978-84-09-45476-1}, issn = {2340-1095}, doi = {10.21125/iceri.2022}, pages = {3582 -- 3590}, abstract = {The learning process can be divided into the sub-processes of understanding, storing, retrieving, and using the acquired knowledge. The acquisition of knowledge takes place through facts and statements based on the subject matter and by repetition in exercises. Providing game elements in university teaching, students should be more motivated and deal with the teaching content more intensively. The knowledge imparted is to be prepared more attractively for the students and a greater bond to the respective module is to be built up. Game-typical elements can efficiently link the individual sub-processes of learning with each other and thus maximize a student's performance, knowledge level and motivation. Due to the Covid19 pandemic and the ever-advancing technology development, digital teaching and learning have become essential components of university teaching in the long run. Because quality management is a field that is closely related to practice, the focus is not only on teaching theoretical knowledge but also on practical relevance. The Chair of Quality Management offers the module Project Management every summer semester. The learning objective of the module is to enable students to plan projects and organize their implementation. The module Project Management consists of a lecture, a seminar, and a semester project. In the lecture, students are taught the basics of project management. In the seminar, students learn to select and apply project management methods for different problems. Practical exercises are supported by media and software demonstrations. In the semester project, students get together in groups and plan a project during the semester. The project is intended to help students practically implement the knowledge they have acquired in lectures and seminars. The topics are provided by the chair's corporate partners. To increase the realism of the projects, the handing out of an event card is linked to the interim deadlines. The event card implies an adjustment of already planned resources, activities and/or funds. To optimally adapt the gamification elements for the module, a target group analysis was first conducted as part of the research work. Based on the findings, an action plan was created on how the gamification approach could be transferred into the teaching concept of the module. After implementation, the module was examined further in the course of a teaching evaluation and a survey of the participating students. The main goal of the investigation was to find out to what extent game-typical elements promote the learning process and how practical projects support the learning process. On the one hand, the survey confirmed the promotion of motivation and the learning process by means of game-typical elements among the students. The results show that the creative and diverse way of conveying the learning material is accepted by the students. On the other hand, the study showed that too many of these elements can have a negative effect and a possible saturation effect occurs. Furthermore, the authenticity of the module or the chair may decrease. The results and knowledge from the research work flow into the adjustments of the module and are to be transferred to further modules of the chair in the future.}, language = {en} } @misc{GoldmannWolterWoll, author = {Goldmann, Christine and Wolter, Anja and Woll, Ralf}, title = {Identifying the challenges of communication within virtual teamwork}, series = {15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings 2022}, journal = {15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings 2022}, publisher = {IATED Academy}, address = {Valencia, Spain}, isbn = {978-84-09-45476-1}, issn = {2340-1095}, doi = {10.21125/iceri.2022.0881}, pages = {3609 -- 3615}, abstract = {In recent years, employees have increasingly been working remotely. Thus, virtual collaboration has continuously gained in importance and the associated change in work organization is realized in virtually collaborating teams. In particular, the communication that takes place under these conditions differs significantly from traditional face-to-face communication and plays a central role in virtual team collaboration. The challenges and opportunities that arise in this context were investigated in this study. The study focuses on identifying the challenges employees face at the communication level in their everyday work. To this end, opinion interviews were conducted with employees of virtually collaborating teams. Based on the identified challenges, a survey was carried out to initiate the analysis based on (quantitative) data collection. After data cleaning, a sample of 291 participants could be collected. From the results obtained, potential improvements for communication, both for the management positions as well as the employees of virtually collaborating teams were derived. The research confirmed that the communication effort in virtual teamwork is higher than in real teamwork. Furthermore, virtual communication has a significant influence on the factors team identification, miscommunication and the decision-making processes in the team. Other findings of the study are that individuals who work only in face-to-face teams are more skeptical of virtual collaboration. In contrast, individuals who work exclusively virtually are more open to virtual and face-to-face collaboration. The results suggest there are more challenges when comparing virtual to face-to-face communication. In addition to the broader findings, it can be seen that the increasingly digitized world of work impacts communication and poses challenges for virtually collaborating teams. In addition to media competence, it is additionally important in this context that individual team members have team- and technology-related skills. In addition to these prerequisites, virtually collaborating team members should be prepared for and continuously supported in virtual collaboration and virtual communication through training, workshops and courses. This can be counteracted by increased communication, soliciting feedback, and face-to-face meetings. The research suggests that transparent and traceable communication and collaboration processes should be implemented in practice.}, language = {en} }