@masterthesis{Pogrebnyak2025, type = {Bachelor Thesis}, author = {Pogrebnyak, Anna}, title = {Application of the Ant Colony Algorithm for solving routing optimization problem in logistics}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-22135}, school = {Hochschule Rhein-Waal}, pages = {78}, year = {2025}, abstract = {In logistics there are different options of how the Traveling Salesman Problem can be solved. For that purpose, the Ant Colony Optimization (ACO) may be used. In the thesis, the method is implemented in order to solve the routing optimization problem. In that case, the mathematical application is observed and analyzed. ACO parameters that affecting the working principles were researched in the thesis with the corresponding graphical representation. Based on the theoretical logic the Java language program is written for the purpose of realizing the ACO algorithm. In order to grade the effectiveness of the obtained results the additional model the Greedy method was applied. The developed program tool demonstrates the practical applications and a solution of the routing problem based on the real data in Wesel region. The thesis is focused on the route length optimization and cost reduction in terms of ACO implementation.}, language = {en} } @masterthesis{Ko2026, type = {Bachelor Thesis}, author = {Ko, Tin Long}, title = {The advancement of the ball point game}, school = {Hochschule Rhein-Waal}, year = {2026}, abstract = {Lean management concepts are dynamic, yet students often meet them as static definitions. This thesis advances the Ball Point Pen Game into a production simulation that exposes bottlenecks, queues, work-in-process accumulation and defects while keeping the pen-assembly task simple and standardised. Using design-based research, one design-test-reflect cycle was executed: redesign requirements were derived from Lean and lean-game education literature, implemented as roles, control rules and learning objectives, and piloted in class. The revised game increases complexity without adding product difficulty by introducing an explicit order-release rhythm (takt), separated material and information flows, visual control, and progressive pull logic across three rounds. Across rounds, batch size is reduced stepwise, supermarket/Kanban replenishment is introduced, and a simple poka-yoke prevents assembly errors. A pilot execution with seven students evaluated the redesign using a single-group pre-post knowledge test, a post-game perception questionnaire, and in-game KPIs (throughput, lead time, WIP and defects) supported by observation notes. Results are interpreted as exploratory due to the small sample and lack of a control group. Participants reported high engagement and that game discussions helped translate observations into improvement actions, aligning with prior evidence that simulation games can support understanding and transfer in Lean education. However, implementation deviations required by the small group (role merging and ad-hoc facilitation changes) reduced instruction clarity for at least one participant. The thesis delivers a reusable player/instructor manual plus design rationales and measurement procedures to guide the next test and a larger evaluation with stronger internal validity.}, language = {en} }