16 research outputs found

    Applications of Optimisation in Serious Games Design: An Integrated Framework

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    It is becoming increasingly difficult to ignore the need to get out of the traditional learning methods especially in complex fields such as operations management (OM) and supply chain management (SCM). Simulation-based serious games have been identified as a promising learning tool to leverage the learning ability for the current generation known as virtual era generation. Literature lacks for formal guidelines to design and implement a simulation-based serious game to achieve learning, entertaining, keeping an active instructor role, and collecting real-time learning efficiency indicators. This study proposes a comprehensive framework and implementation for simulation-based serious game AUSUM (AUtomobile SUpply chain Management) which can be adopted in operations management and supply chain management courses to teach various business concepts such as capacity and production planning, inventory management, information sharing, and collaboration and negotiation between students. Simulation optimisation integration was adopted to achieve the target of the game of leveraging the learning ability for students. The results showed that students remarkably accepted AUSUM and it achieved an improvement in learning using the proposed framework

    Serious Games Integrated Framework: Keep Them in the Flow

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    Serious games aim to improve the learner experience, allowing them to build knowledge and skills using untraditional learning tools. Supply chain management (SCM) and similar complex fields are promising areas for the adoption of such technology. Complex interrelated concepts and the difficulties faced by the student in understanding and managing the complete image of the field prompts teachers to search for alternative learning tools. This paper proposes an integrated simulation-based serious games framework and describes an implemented serious game called AuSuM (AUtomobile SUpply chain Management). The framework explains the required components and the relationships between them in order to improve engagement and motivation for students in the classroom. This framework was tested through the implemented game, and piloted in real classrooms where it demonstrated improvement in students’ engagement, motivation and knowledge development

    Web-Based Supply Chain Simulation: an Integrated Approach

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    This is an era marked by rapid technology development in all different educational arenas. Alongside this growing demand of technology, learning process is getting new forms and hence traditional teaching approaches tend to struggle and lack the requisite qualities to meet new generation expectations. In third level education, this problem is increasing in magnitude and new dimensions, especially when it comes to teaching difficult subjects such as supply chain management. Understanding the complexity of supply chain networks and how to manage them create a considerable level of difficulty for students and professionals. Collaboration between supply chain members is now recognised as an important strategic factor in creating a solution to the complexity of the supply chain system. New technologies are beginning to bring a huge transformation into teaching delivery methods. This paper presents an integrated web-based simulation framework that supports learning supply chain concepts and challenges. Simulation-based learning environment allow participants to examine various management strategies without real disruptions to the current system. Using supply chain simulation creates a vibrant experience and a better understanding to the impact of uncertainty and risks within supply chains. Integrating web technologies to simulation has added an edge to the learning environment with the friendly graphical user interface

    Learning by Gaming: Supply Chain Management

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    Today\u27s third level students are of a virtual generation, where online interactive multi-player games, virtual reality and simulations are a part of everyday life, making gaming and simulation a very important catalyst in the learning process. Teaching methods have to be more innovative to help students understand the complexity of decisions within dynamic supply chain environment. Interactive simulation games have the potential to be an efficient and enjoyable means of learning. A serious interactive business game, Automobile Supply Chain Management Game (AUSUM), has been introduced in this paper. Using theories learnt in class as a knowledge base, participants have to develop effective supply chain partnership strategy to enhance their supply chain networks. Deploying the game over the web encourages student interaction and group work. Most importantly the game will enable students to fundamentally grasp the impact of strategic decisions on other parts and players of the supply chain network

    Interactive Web-Based Simulation for Supply Chain Education

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    Knowledge economies are based on the concept of knowledge transfer between education institutes and stakeholders. In response, the significant move away from traditional teaching methods to the emerging paradigm of eLearning has become increasingly in evidence across many academic disciplines. To assist in the transition from traditional learning to eLearning, more interactive and virtually orientated teaching aids are needed. This chapter introduces a simulation-based learning framework that integrates web-based simulation and a web content management hierarchy model. Using the complex subject of supply chain management as a case study, the new framework allows users to examine various real-life strategic management scenarios, encourages group work and has remote access capabilities for distance learning. Interactive learning is facilitated using the web-based simulation portal, enabling instructors to demonstrate the complexity of decisions in multiple criteria environment and also show the users the impact of strategies on performance. Supply chain simulation creates an animated experience and better understanding of system dynamics including risk. The framework assists in the knowledge and skills transfer between third-level education institutes and their stakeholders, primarily industry partners and the wider communit

    Supply Chain Simulation: Experimentation without Pain

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    Bridging the gap between theory and practice has always been a key issue for students and graduates. The magnitude and scope of subject areas that students at third level institutions have to learn in theory means that visualising them without any practical experience can be very difficult. Understanding the complexity of supply chain networks and how to manage them create a considerable level of difficulty for students and professionals. Theories and applications included in supply chain management subjects are the key to empathise the real challenges. Nevertheless, teaching these theories needs substantial efforts and new innovative approaches to deliver the concepts and assure successful transfer of the learning outcomes. To complicate things more, the levels of uncertainty and risk within an entire supply chain are still not fully recognised or understood even by industry professionals. Research studies showed the need for more transparency and collaborative approaches to take place among supply chain partners in order to achieve more sustainable operations. Making sure students comprehend the scale of activities and stochastic nature of a supply chain before they carry on their industrial careers is therefore crucial. Using computer simulation integrated with structured modelling techniques, a detailed, animated and generic supply chain simulation-based learning framework can be developed to incorporate many areas of learning undertaken by students in relation to the supply chain management. Experimenting on the simulation models allow the students to examine quantitatively the impact of changing critical factors (e.g. inventory level, demand, suppliers’ lead time) on the performance of supply chain. This paper demonstrates the impact of using interactive simulation technologies in teaching third level education with special reference to supply chain management and discusses the benefits of learning through such a level of immersion

    Application of Lean Thinking Using Simulation Modelling in a Private Hospital

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    Timely access, prompt responses to patient needs, and availability of resources to deliver quality service are the key priorities of healthcare systems, in particular hospitals. To cope with these constraints, healthcare managers have turned into lean thinking and approaches in their attempts to reduce non-value added activities and save costs by reducing wastes. This paper presents a case study of a private hospital in Dublin that used integrated approach of value stream mapping and simulation modeling to assess lean implementation in admission and discharge processes. Simulation enabled the strategic management to examine the outcomes of three possible improvement scenarios on hospital performance before implementing lean strategies. The proposed methodology helped to identify bottlenecks and non-value added procedures. Results analysis showed potential improvement in patients’ admission and discharge cycle times and offered the hospital the cost-saving opportunity of reducing the numbers of bed required

    A Generic Integrated and Interactive Framework (GIIF) for Developing Information Literacy Skills in Higher Education

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    Information literacy (IL) is defined as “the set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued, and the use of information in creating new knowledge and participating ethically in communities of learning” (ACRL 2015, p.3). The term IL was originally confined to library and IT skills (Behrens, 1994; Johnston & Webber, 2003) but has since received increasing international interest. It is considered as an important 21st century skill in combination with critical thinking (Kong, 2014), and is perceived as basic human right within the digital world (UNESCO, 2008). The importance of IL within the contemporary information society has been acknowledged due to its relevance to lifelong learning (Bruce, 1999; Johnston & Webber, 2003; Podgornik, Dolničar, Šorgo, & Bartol, 2016). The IL competency of higher education students is significantly increased by the integration of IL elements in the classroom (e.g. Cochrane, 2006; Kennedy & Monty, 2008; Price, Becker, Clark & Collins, 2011; Kong 2014; Sandercock 2016). However, IL skills of students are often limited to beginner levels (Henkel, Grafmüller, & Gros 2018). Faculty and librarians need to develop a shared understanding of the IL skills and competencies graduates should possess (Sandercock, 2016). In Ireland, the Working Group on Information Literacy (WGIL) was set up to focus on collaborative ways in which IL education can be further developed (O’Brien & Russell, 2012). Thus in this context (and driven by the calls for the development of integrated curricula for IL) we attempt to develop a Generic, Integrated and Interactive Framework (GIIF) for developing IL skills in higher education, with learning and teaching methods informed by the principles of gamification. The proposed GIIF will strengthen the IL skills of DIT graduates, develop their disciplinary expertise and judgment and facilitate them in advancing existing knowledge through innovation

    Integrated Framework To Optimise Decisions: Supply Chain Serious Game (AUSUM)

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    Supply chain (SC) management challenges impose high pressure on the firm experts to explore innovative techniques to achieve better understanding of the impact of decisions on SC network performance. High complexity and dynamism of SC reflect on the limitations of traditional learning methods. Serious games have recently been identified as a potential learning approach for complex systems. This paper aims to develop an integrated simulation-based serious game (AUSUM) which incorporates optimisation techniques in an attempt to minimise risks and deliver better learning experience. The proposed game can be used for training and education purposes
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