Using Serious Game to Facilitate Learning in Supply Chain Management
- Dr. Linda William
OPTIMIZATION INTELLIGENCE
TECHNOLOGY
Using Serious Game to Facilitate Learning in Supply Chain Management - - PowerPoint PPT Presentation
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
OPTIMIZATION INTELLIGENCE
TECHNOLOGY
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Established in November 1998 under The Global School House Program as a collaboration between
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.
To be the premier institute in Asia Pacific nurturing logistics excellence through world‐ class research, education and industry outreach Education
Management
Programme in Logistics and Supply Chain Management (1999‐2015)
Research
Program
Program
Industry Outreach
Mission
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Logistics Rush The Disaster Relief Game
ACE E‐ Commerce
THINKLog
single scenario multi scenario single player multi‐player
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group and interests
Face‐to‐face Online learning Online tutorial / video
Visual Audit
Kinest hetic
Dynamic environment, digital natives, digital mobility
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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 Play Fun Retain more information Learning voluntarily Focus on accomplishment/ rewards
and Engineering Systems Journal, vol. 3, no. 4, pp. 99‐111 (2018)
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New Contents Serious Game Role Playing Simulation Risk Free Environment Reducing Time to absorb the new content
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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
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Goals
To create efficient supply chain network
Rules
Players need to wait for their turns to take actions. Interaction between players are encouraged.
Challenge
Random disruptions such as traffic congestion, flooding and facilities’ breakdown are added during the game session.
Fantasy elements
Main board game, game components and companion app would help the players to imagine the environment
Competition
Players may compete with the other players to win the game.
Choices
Player can choose: ‐ Location of their facilities ‐ Delivery routes ‐ Number of goods to ship ‐ Number of goods to
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Basic Scenario Humanitarian Logistics Scenario Urban Logistics Scenario
Learning Objective Overview of information flow and coordination challenges Overview of humanitarian logistics processes Overview of last mile logistics in urban distribution Gameplay 1 stage 2 stages: ‐ Preparation stage to determine the warehouse location ‐ Response stage to delivery the relief goods 2 stages: ‐ Preparation stage to determine the warehouse location ‐ Response stage to delivery the goods to urban areas Roles 4 roles, namely: manufacturer, distributor, wholesaler, and retailer 1 roles: regulator in humanitarian disaster relief 4 roles, namely: port, distributor, wholesaler, and retailer Relation between roles ‐
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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
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selection
communication and coordination
Players’ Learning Points
selection
Concept
Learning Objectives
Players’ Learning Points are aligned with the learning objectives
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Results:
Questions/Statements Category The game is fun and interesting Positive The player wants to play the game again Positive The game is boring Negative The player does not learn anything from the game Negative The game is difficult to understand. Negative The player was deeply involved and engaged in the game Flow Experience The game motives the player to ask and discuss about the learning concept Learning Experience A lot of relevant information from the game Learning Experience The learning points from the game are interested Learning Experience The player has a feeling of control of my actions. The player know exactly what he/she should do. Flow Antecedents
The player was aware of the impact of his/her actions Flow Antecedents
The interaction with the other players motivates the player to play the game better. Flow Antecedents
Interaction
To evaluate the game experience, a questionnaire comprising 12 simple questions in 4‐point Likert scale (4=strongly agrees, 1=strongly disagrees) is developed and distributed to the players
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Small vs Big Group Prevent Overcrowded Maintain Engagement
SETUP ADJUSTMENT GROUP FORMATION MAIN BOARD DEMAND CARD COMPANION APP
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Goals
To rescue and provide as many victims with supplies of uninterrupted supply chain of life saving items within the stipulated time
Rules
Need to plan for each
executed, player is unable to change his/her past plan
Challenge
Random events such as road closure, missing resources, epidemic and many others may
execution phase
Fantasy elements
The game map and name are fictitious
Competition
At the end of the game, player will be presented with the results, which can be used to compare with
Choices
Player can choose to spend available funds and re‐locating the survivors Isena Island Sagara Island Haido Island
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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
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.
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Serious games are able to increase the students’ engagement and immersion that would allow them to absorb and understand the concepts or the ideas better. Serious games are able to facilitate learning and training processes in various field, including in Supply Chain Management (SCM) Serious games encourage students to learn voluntarily.
24 Virtual Environment Planning Stage Execution Stage Investigating the 3D spatial terrain Insight for planning and determining warehouse locations Simulating the disaster, player’s strategic plan and unexpected events Insight for adjusting the player’s strategic plan Remote Site
SCALABILITY REUSABILITY VARIETY & ADAPTABILITY
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Book Chapter:
Learning Environment (work in progress) Journal:
in Supply Chain Management", Advances in Science, Technology and Engineering Systems Journal, vol. 3, no. 4,
Conferences:
IEEE International Conference on Teaching, Assessment and Learning for Engineering (IEEE TALE) 2018, 4‐7 December 2018, Australia (to be presented)
Logistics, Winter Simulation Conference 2018, 9‐12 December 2018, Sweden (to be presented)
(Bangkok, Thailand, 18th March 2018)
chain management," 2017 IEEE 6th International Conference on Teaching, Assessment, and Learning for Engineering (TALE), Hong Kong, 2017, pp. 44‐51.doi: 10.1109/TALE.2017.8252302 Whitepaper:
Learning through Serious Gaming Series, TLI ‐ Asia pacific White Paper Series, November 2017.
Contact
Email: TLILIND@nus.edu.sg
Web: www.tliap.nus.edu.sg Tel: +65 6516 5179
Address
21 Heng Mui Keng Terrace, NUS, I-Cube, #04-01 Singapore 119613
/tliap‐nus tliap.fb @tliap_nus @tliap_nus
Serious games website: http://tliap.nus.edu.sg/outreach/seriousgames.html