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Using Serious Game to Facilitate Learning in Supply Chain Management Dr. Linda William TECHNOLOGY OPTIMIZATION INTELLIGENCE INTRODUCTION THE LOGISTICS INSTITUTE ASIA PACIFIC Established in November 1998 under The Global School House Program


  1. Using Serious Game to Facilitate Learning in Supply Chain Management Dr. Linda William TECHNOLOGY OPTIMIZATION INTELLIGENCE

  2. INTRODUCTION

  3. THE LOGISTICS INSTITUTE ‐ ASIA PACIFIC Established in November 1998 under The Global School House Program as a collaboration between To be the premier institute in Asia Pacific Mission nurturing logistics excellence through world ‐ class research, education and industry outreach Education Research Industry Outreach • NUS MSc. in Supply Chain • Collaborative Urban Logistics • THINK Executive Management Program • THINK IT • GT ‐ NUS Double MSc • Humanitarian Logistics • THINK Innovation Programme in Logistics and Program • THINK Logistics Supply Chain Management • Risk Management Program (1999 ‐ 2015) • Industry Research Core Competencies Operations Research, Operations Management, Modelling and Simulation, Internet of Things, HADR decision support, ASEAN Logistics, Supply Chain Strategies and Logistics infrastructure in the context of Inter ‐ enterprise supply chains. 3

  4. Serious Game in Supply Chain Management single player Logistics The Disaster Rush Relief Game single scenario multi scenario ACE E ‐ THINKLog Commerce multi ‐ player 4

  5. SERIOUS GAMES

  6. Lifelong Learning Journey Visual Demographics  Audit Different age ory group and interests Kinest hetic Learning Style Changing Preferences Face ‐ to ‐ face Online learning Online tutorial / video Continuing Education Child Development Digital learning behavior Dynamic environment, digital natives, digital mobility 6

  7. Why serious games? Serious games can make learning fun Play Fun Focus on Learning Retain more accomplishment/ voluntarily information rewards It taps into the motivations of the students and make them central to the story, utilizing interesting characters and reward loops to keep the students pushing forward L. William, Z.B.A. Rahim, R. Souza, E. Nugroho, R. Fredericco "Extendable Board Game to Facilitate Learning in Supply Chain Management", Advances in Science, Technology and Engineering Systems Journal, vol. 3, no. 4, pp. 99 ‐ 111 (2018) M. Ma, A. Oikonomou and L. Jain, "Innovations in Serious Games for Future Learning," in Serious Games and Edutainment Applications, London, Springer, 2011, pp. 3 ‐ 7. 7 S. de Freitas and F. Liarokapis, "Serious Games: A New Paradigm for Education?," in Serious Games and Edutainment Applications, London, Springer, 2011, pp. 9 ‐ 21.

  8. Why serious games? Learning by doing Role Playing Serious New Game Contents Simulation Risk Free Reducing Time to absorb Environment the new content 8

  9. 9 Serious Game Design

  10. THINKLog

  11. About THINKLog ThinkLog is a special board game designed as an expandable interactive learning framework for logistics and supply chain management . As a learning framework the game is developed to cover different scenarios and challenges in logistics. THINKLog has 3 scenarios: ‐ Basic Scenario ‐ Humanitarian Logistics Scenario ‐ Urban Logistics Scenario 11

  12. Gamification in THINKLog Goals Rules Players need to wait for their turns to take To create efficient actions. supply chain network Challenge Interaction between players are Random disruptions encouraged. such as traffic congestion, flooding and facilities’ Fantasy Choices breakdown are added elements Player can choose: during the game ‐ Location of their session. Main board game, facilities game components and ‐ Delivery routes companion app would ‐ Number of goods to Competition help the players to ship imagine the ‐ Number of goods to environment order Players may compete with the other players to win the game. 12

  13. THINKLog Scenarios Basic Scenario Humanitarian Logistics Urban Logistics Scenario Scenario Learning Overview of information flow Overview of humanitarian Overview of last mile logistics in Objective and coordination challenges logistics processes urban distribution Gameplay 1 stage 2 stages: 2 stages: ‐ Preparation stage to ‐ Preparation stage to determine determine the warehouse the warehouse location location ‐ Response stage to delivery the ‐ Response stage to delivery goods to urban areas the relief goods 4 roles, namely: 1 roles: regulator in 4 roles, namely: port, distributor, Roles manufacturer, distributor, humanitarian disaster relief wholesaler, and retailer wholesaler, and retailer Relation ‐ between roles 13

  14. THINKLog Companion App It is designed to guide the players during the game, assist in complex calculation and display information and record the player’s actions and decisions during the game Digital Companion App 14

  15. THINKLog Evaluation – Learning Objectives •Warehouse Learning selection Objectives •Basic Supply Chain Concept Players’ Learning Points are aligned with the learning objectives •Trade ‐ off for warehouse Players’ selection Learning •Importance of Points communication and coordination 15

  16. THINKLog Evaluation – Game Experience Questions/Statements Category The game is fun and interesting Positive To evaluate the game experience, a questionnaire comprising 12 simple The player wants to play the game Positive again questions in 4 ‐ point Likert scale (4=strongly The game is boring Negative agrees, 1=strongly disagrees) is developed The player does not learn anything and distributed to the players Negative from the game The game is difficult to understand. Negative The player was deeply involved and Flow Experience engaged in the game Results: The game motives the player to ask Learning and discuss about the learning Experience concept A lot of relevant information from the Learning game Experience The learning points from the game are Learning interested Experience The player has a feeling of control of Flow Antecedents my actions. The player know exactly - Control what he/she should do. The player was aware of the impact of Flow Antecedents his/her actions - Feedback The interaction with the other players Flow Antecedents motivates the player to play the game - Social 16 better. Interaction

  17. Incorporating THINKLog in Supply Chain Courses Maintain Small vs Big Group Prevent Overcrowded Engagement INCORPORATING THINKLOG SETUP ADJUSTMENT GROUP MAIN DEMAND COMPANION FORMATION BOARD CARD APP 17

  18. The Disaster Relief Game

  19. 19 The Disaster Relief Game

  20. Gamification of Disaster Relief Game Isena Island Goals Rules To rescue and provide Need to plan for each as many victims with turn. Once the plan is supplies of executed, player is uninterrupted supply Challenge unable to change chain of life saving his/her past plan Sagara Island items within the stipulated time Random events such as road closure, missing resources, epidemic Fantasy Choices and many others may elements occur during the execution phase Player can choose to The game map and spend available funds name are fictitious and re ‐ locating the Competition survivors Haido Island At the end of the game, player will be presented with the results, which can be used to compare with other players. 20

  21. Gameplay of Disaster Relief Game The players need to plan their activities for thirty (30) turns. They need to purchase goods from suppliers, unlocking of warehouse, transport goods to the effected area and evacuate the survivors to a safer area. The players can skip a few turns due to vehicles travelling time on the road or the supplies delivery time. The disaster strikes and the players’ plan are executed to save as many survivor as possible. ‘Unexpectedly’ events may occur during the execution stage. It can either provide some reliefs for the player, for example receive donations from members of public, or poses a challenge to the player ‘s relief plan, for example loss of supplies due to warehouse robbery. The players need to react to that events. 21

  22. SUMMARY

  23. Key Take-Away Serious games are able Serious games are able Serious games to facilitate learning to increase the encourage students to and training processes students’ engagement learn voluntarily. in various field, and immersion that including in Supply would allow them to Chain Management absorb and understand (SCM) the concepts or the ideas better. 23

  24. Future Development Virtual Environment Simulating the disaster, player’s strategic plan and unexpected Investigating the events 3D spatial terrain Planning Execution Stage Stage Insight for Insight for planning and adjusting the determining player’s strategic warehouse plan Remote Site locations SCALABILITY VARIETY & ADAPTABILITY REUSABILITY 24

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