513 research outputs found
Mediating skills on risk management for improving the resilience of Supply Networks by developing and using a serious game
Given their importance, the need for resilience and the management of risk within Supply Networks, means that engineering students need a solid under-standing of these issues. An innovative way of meeting this need is through the use of serious games. Serious games allow an active experience on how differ-ent factors influencethe flexibility, vulnerability and capabilities in Supply Networks and allow the students to apply knowledge and methods acquired from theory. This supports their ability to understand, analyse and evaluate how different factors contribute to the resilience. The experience gained within the game will contribute to the studentsâ abilities to construct new knowledge based on their active observation and reflection of the environment when they later work in a dynamic environment in industry. This game, Beware, was developed for use in a blended learning environment. It is a part of a course for engineering master students at the University of Bremen. It was found that the game was effective in mediating the topic of risk management to the students espscially in supporting their ability of applying methods, analyse the different interactions and the game play as well as to support the assessment of how their decision-making affected the simulated network
Gamifying Project Procurement for Better Goal Incorporation
Many services that we use daily, like healthcare, infrastructures, public transport, education, and others, are provided by the public sector. These services are provided using the project procurement process. In most cases, this process has a highly complex and dynamic interaction. It leads to issues, such as information asymmetry, over-specified tenders, not efficient feedback loops, etc. As a result, projects can rarely match to the objectives of organizations. This work explores the use of participatory simulation to help holistically investigate a project procurement process to incorporate better goals of organizations. Based on case studies from the Swedish road construction field, it can be concluded that participatory simulation is an effective approach to experiment with the effects of project procurement
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Identifying the Baseline for Serious Games in Corporate Training
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Games Initiative (2002(. Serious games are games that educate, train and inform (Michael & Chen, 2006) and they are proven successful as a learning method for conveying skills on complex tasks. It could therefore be expected that serious games would play an important role within cooperate[sic] training, but this seems not to be the case. In order to identify which barriers the use of serious games in corporate training faces, the authors have developed a questionnaire in the frame of the Gala NoE project. This article presents the questionnaire as such, and it is the intention of the authors that the feedback of the IFIP workshop will be used to improve the questionnaire
Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)
The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive suc-cess of games such as Ingress and Pokémon Go made pervasive gaming a viable op-tion for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. De-spite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large commu-nity of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the conse-quences of these findings on the PGDF. Summarizing, this work strengthens the ap-plicability of the PGDF, in order to enable the construction of enriched pervasive learn-ing experiences
Behavioral factors influencing partner trust in logistics collaboration: a review
Logistics collaboration has emerged a prevalent strategy to mitigate challenge individuals and organizations encounter. A successful collaboration, however, depends on certain trustworthy behaviors partner exhibit. To that end, understanding aspects constituting behavioral uncertainty and mechanisms by which such aspects affect partner trust is a necessary. This necessity counts on emergent behavioral trust uncertainties, constituted by partner's actions and interactions occurring during collaboration. While this is a necessary requirement, most of the studies in the literature lack to take into account the influence of behavioral uncertainty on collaboration and partner trust. To that effect, this paper uncovers outlined limitation by establishing behavioral factors influencing partner trust in operational stage of logistics collaboration. To accomplish this objective, a systematic literature review (SLR) is deployed to consolidate research domains of logistics, supply chain, collaboration, and trust. SLR proceeds by defining a review protocol, followed by a search process conducted in 5 databases using 20 search terms on articles published between 2001 and 2015 inclusively. Among findings this SLR has revealed are four behavioral factors and thirteen criteria proposed to affect partner trust. Additionally, these factors constitute success and measurable criteria needed for empirical investigation which may employ experimental and/or case-study methods. Moreover, synthesized factors extend further an understanding of behavioral trust in ad hoc collaborative networks, a large part of which being supported by networks of humans and computers
Workshop on the Use of Serious Games in the Education of Engineers
AbstractSerious games have proved to be an important tool in supporting the education and training at schools and universities as well as for vocational training in industry. Most games designed for educational or vocational use are designed for a very narrow purpose, mostly for mediating a small range of skills to a specific target group. This paper outlines the workshop on the use of serious games in the education of engineers. It presents the topic and raises some questions that will be discussed during the workshop
Supply chain visibility for improving inbound logistics: a design science approach
Supply chain visibility (SCV) has been gaining recognition in recent years as a key factor for achieving analytical capabilities and improving supply chain performance. However, levels of SCV implementation lag behind current technological advances. This research was motivated by the lack of visibility in inbound logistics, which limits the possibility of managing deviation, in particular concerning changes in arrival time of incoming goods, in large industrial firms. We addressed this problem by adopting a design science approach. In particular, we followed context–intervention–mechanism–outcome (CIMO) logic to map and analyse material and information flows. The problems areas were successively translated via business and functional requirements into technological solutions. We evaluated alternative technologies using controlled experiments that mimicked real-life situations. This study provides guidance for manufacturing companies aiming to enhance deviation management and predictive capabilities by improving visibility in their inbound logistics and potentially extending visibility to other areas, such as internal and outbound fl
Introduction to the Special Issue on GaLA Conf 2021
This special issue of the International Journal of Serious Games is dedicated to the selected best papers of the 2021 edition of the GALA conference. This edition was organized by Francesca De Rosa and her team at NATO Centre for Maritime Research and Experimen-tation (CMRE), La Spezia, Italy. Because of the Covid-19 pandemic, it was held online, for the second year. The three papers published in this special issue were first selected for a content exten-sion, so to make them suitable as journal papers, then underwent the regular IJSG peer-review process, which, on the other hand, discarded other three selected manuscripts. Here is a short introduction to the accepted papers that you will find in the GALA Conf 2021 special issue of the IJSG
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