@article{DeckertMohya2020, author = {Deckert, Carsten and Mohya, Ahmed}, title = {Kreativit{\"a}tstechniken f{\"u}r angehende Ingenieurinnen und Ingenieure}, series = {Innovations-Forum}, volume = {18}, journal = {Innovations-Forum}, number = {1}, publisher = {InnoFo}, pages = {42 -- 46}, year = {2020}, abstract = {In Zeiten fortschreitender Digitalisierung und zunehmender Transparenz auf den M{\"a}rkten m{\"u}ssen sich Unternehmen mit zunehmenden Ver{\"a}nderungen, z. B. durch Prozess- und Produktinnovationen, auseinandersetzen. Es ist daher unerl{\"a}sslich, dass sich angehende Ingenieurinnen und Ingenieure mit dem Prozess der Ideenfindung und der damit verbundenen Innovationsbereitschaft auseinandersetzen. Kreativit{\"a}t spielt eine entscheidende Rolle im Prozess der Ideengenerierung und Probleml{\"o}sung. Hochschulen, die Ingenieurstudieng{\"a}nge anbieten, sind daher gefordert, die entsprechenden F{\"a}higkeiten zu vermitteln. Durch den gezielten Einsatz von Kreativit{\"a}tstechniken kann die Kreativit{\"a}t gef{\"o}rdert werden. Der vorliegende Beitrag befasst sich mit der Bewertung unterschiedlicher Kreativit{\"a}tstechniken und geht der Frage nach, welche Kreativit{\"a}tstechniken sich eignen, den angehenden Ingenieurinnen und Ingenieuren beim kreativen Probleml{\"o}sen zu unterst{\"u}tzen.}, subject = {Kreativit{\"a}t}, language = {de} } @incollection{DeckertMohya2021, author = {Deckert, Carsten and Mohya, Ahmed}, title = {Nachhaltige Lagerung: Vom Lagerbau bis zum Lagerbetrieb}, series = {CSR und Logistik: Spannungsfelder Green Logistics und City-Logistik}, volume = {Management-Reihe Corporate Social Responsibility}, booktitle = {CSR und Logistik: Spannungsfelder Green Logistics und City-Logistik}, editor = {Deckert, Carsten}, edition = {2., {\"u}berarb. Aufl.}, publisher = {Springer}, address = {Berlin, Heidelberg}, doi = {10.1007/978-3-662-63570-4_7}, publisher = {Hochschule D{\"u}sseldorf}, pages = {149 -- 167}, year = {2021}, language = {de} } @techreport{DeckertKeszlerSchmitzetal.2022, author = {Deckert, Carsten and Keszler, Julia and Schmitz, Helen and Mohya, Ahmed}, title = {Forecasting Game: Teaching Prospective Engineers Quantitative Forecasting Techniques with a Simulation Game}, address = {D{\"u}sseldorf}, organization = {Hochschule D{\"u}sseldorf}, doi = {10.20385/opus4-3905}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-39057}, pages = {43}, year = {2022}, abstract = {In order to determine demand as precisely as possible, many businesses use several forecasting methods. The aim of forecasting is to determine future demand based on data from the past. The use of a specific method is not always easy and depends on a number of factors. To help prospective engineers find the most suitable forecasting method for a specific problem, a forecasting game was developed and then evaluated. The paper describes the design and the evaluation of the forecasting game. In order to provide an overview of existing forecasting methods, the first part of the paper examined the mathematical fundamentals of eight different forecasting methods and outlined the requirements for their application. The second part of the paper describes the creation of a forecasting game in which prospective engineers can learn how to determine the appropriate forecasting method for specific scenarios. In total, five scenarios covering the three different demand patterns (linear/stationary, trend and seasonal) as well as the forecast quality methods were developed and can be played through. For each scenario, the player has to choose the most appropriate forecasting method for a specific problem based on a self-created task description. To make the game as realistic as possible, a fictional company with a background story was designed. The last part was about the evaluation of the forecasting game. For the evaluation, a student survey to gather the opinions of the students was conducted. The results of the student survey show an overall positive evaluation of the simulation game by the students. However, the test also showed that the game takes a certain amount of time. Since only 15 of the approximately 30 students who tested the game participated in the evaluation, the results are not significant.}, language = {en} } @incollection{DeckertChandraMohyaetal.2021, author = {Deckert, Carsten and Chandra, Tanja and Mohya, Ahmed and Schmidt, Gerrit and Sch{\"o}nheit, Matthias}, title = {Unterirdischer Warentransport in urbanen Ballungsr{\"a}umen}, series = {CSR und Logistik}, volume = {Management-Reihe Corporate Social Responsibility}, booktitle = {CSR und Logistik}, editor = {Deckert, Carsten}, edition = {2., {\"u}berarb. Aufl.}, publisher = {Gabler Springer}, address = {Berlin, Heidelberg}, isbn = {978-3-662-63569-8}, doi = {10.1007/978-3-662-63570-4_14}, pages = {283 -- 305}, year = {2021}, language = {de} } @incollection{DeckertMohyaSuntharalingam2021, author = {Deckert, Carsten and Mohya, Ahmed and Suntharalingam, Sujieban}, title = {VIRTUAL WHITEBOARDS DIGITAL POST-ITS - INCORPORATING INTERNET-BASED TOOLS FOR IDEATION INTO ENGINEERING COURSES}, series = {SEFI 2021: 49th ANNUAL CONFERENCE BERLIN, 13.09.-16.09.2021}, booktitle = {SEFI 2021: 49th ANNUAL CONFERENCE BERLIN, 13.09.-16.09.2021}, pages = {1370 -- 1375}, year = {2021}, language = {en} }