Abstract
The challenge of delivering personalized learning experiences in a large class, and through groups or teams, is an undertaking fraught with difficulties. Yet it is a necessary experience for engineering education since engineering in the real world are team-based events that build from individual knowledge. This paper reports on the learning of supply chain management (SCM), a fundamental component in engineering manufacturing operations and logistics planning. The study investigates the use of SHORTFALL a team-based game in conjunction with various degrees of facilitation, supported with taught material. Early results from two separate and independent studies indicate that the usefulness of using SHORTFALL in classes regarding the students’ experience and learning outcomes depends on the prior knowledge of the students as well as on the use of an expert facilitator.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Starkey, K., Tempest, S.: The future of the business school: knowledge challenges and opportunities. Hum. Relat. 58(1), 61–82 (2005)
Prensky, M.: Digital game-based learning. ACM Comput. Entertain. 1(1), 21 (2003)
Gee, J.P.: What video games have to teach us about learning and literacy. Palgrave Macmillan, New York (2003)
Ebner, M., Holzinger, A.: Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Comput. Educ. 49(3), 873–890 (2007)
Bellotti, F., Berta, R., De Gloria, A.: designing effective serious games: opportunities and challenges for research, special issue: creative learning with serious games. Int. J. Emerg. Technol. Learn. (IJET) 5, 22–35 (2010)
Greitzer, F.L., Kuchar, O.A., Huston, K.: Cognitive science implications for enhancing training effectiveness in a serious gaming context. ACM J. Educ. Res. Comput. 7(3–2), 10 (2007). doi:10.1145/1281320.1281322
De Gloria, A., Bellotti, F., Berta, R.: Building a Comprehensive R&D Community on Serious Games, 4th International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2012, Genova (2012)
Kerns, S.E., Miller, R.K., Kerns, D.V.: Designing from a blank slate: the development of the initial Olin college curriculum, in Educating the Engineer of 2020: Adapting Engineering Education to the new century (2005). http://www.nap.edu/catalog/11338.html. Accessed 20 December 2012
Cheville, A., Bunting, C.: Engineering students for 21st century: student development through the curriculum. J. Adv. Eng. Educ. 3(4), 1–37 (2011). http://advances.asee.org/wp-content/uploads/vol02/issue04/papers/aee-vol02-issue04-p10.pdf. Accessed 30 April 2014
O’Sullivan, B., Rolstadås, A., Filos, E.: Global education in manufacturing strategy. Intellect. Manuf. 22, 663–674 (2011)
Chryssolouris, G., Mavrikios, D.: Education for Next Generation Manufacturing, Paper presented at IMS Vision Forum 2006 (2007). ftp://cordis.europa.eu/_/gc_to_ims-visionforum2006-paper.pdf
Baalsrud Hauge, J., Hoeborn, G., Bredtmann, J.: Challenges of serious games for improving students’ management skills on decision making, handbook of research on serious games as educational, business and research tools: development and design. In: Cruz-Cunha, M., Varajao, J. (eds.) IGI Global, pp. 947–964 (2012)
Narayanasamy, V., Wong, K.W., Fung, C.C., Rai, S.: Distinguishing games and simulation games from simulators. Comput. Entertain. 4(2), 1–18 (2006)
Kriz, W.: How to facilitate the debrief of simulations/games for effective learning. In: Psychologische Bericht (2001)
Simon, H.A.: Models of bounded rationality: Empirically Grounded Economic Reason. MIT Press, Cambridge (1997)
Sterman, J.D.: Modeling managerial behavior: misperceptions of feedback in a dynamic decision making experiment. Manag. Sci. 35(3), 321–339 (1989)
Semini, M. Fauske, H. Strandhagen, J.O.: Simulation methods and educational games: application areas for learning asd strategic decision-making in manufacturing operations. In: Conference Proceedings, Multidisciplinary Research on Simulation Methods and Educational games in Industrial Management, SINTEF, S3771, Trondheim Norway (2006)
Baalsrud Hauge, J., Bellotti, F., Nadolski, R., Kickmeier-Rust, M.D., Berta, R., Carvalho, M.: Deploying serious games for management in higher education: lessons learned and good practices. In: Escudeiro, P., de Carvalho, C.V. (eds.) Proceedings of 7th European Conference on Games based Learning, pp. 225–234, 2–3 October 2013, Porto (2013). ISBN: 978-1-909507-66-1
de Freitas, S., Kiili, K., Ney, M., Ott, M., Popescu, M., Romero, M., Stanescu, I.: Gel: exploring game enhanced learning. Procedia Comput. Sci. 15, 289–292 (2012)
Micael, D., Chen, S.: Serious Games: games that educate, train and inform. Thomson Course Technology (2006)
Hanghøj, T., Engel, B.C.: Teacher roles and positionings in relation to educational games. In: Meyer, B. (ed.) ECGBL 2010, pp. 115–122. Academic Conferences and Publishing International Limited, Reading (2010)
Young, F., Slota, S., Cutter, B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., Yukhymenko, M.: Our princess is in another castle: a review of trends in serious gaming for education. Rev. Educ. Res. 82(1), 61–89 (2012)
Jonassen, D.H.: Certainty, determinism, and predictability in theories of instructional design: lessons from science. Educ. Techn. 37(1), 27–34 (1997)
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. Adv. Hum. Comput. Interact. 2013, 11 (2013). doi:10.1155/2013/136864. Article ID: 136864
Campbell, A., Gontzel, J., Savelsbergh, M.: Experiences with the use of supply chain software in education. Prod. Oper. Manag. 9(1), 66–80 (1999)
Lewis, M.A., Maylor, H.R.: Game playing and operations management education. Int. J. Prod. Econ. 105(2007), 134–149 (2007)
Forrester, J.W.: Industrial Dynamics. a major breakthrough for decision makers. Harvard Bus. Rev. 36(4), 37–66 (1958)
Nienhaus, J., Ziegenbein, A., Schoensleben, P.: How human behaviour amplifies the bullwhip effect. a study based on the beer distribution game online. Prod. Plann. Control 17(6), 547–557 (2006)
eBeer. The electronic Beer game. http://www.responsive.net/ebeer.html
Wu, D.Y., Katok, E.: Learning, communication, and the bullwhip effect. J. Oper. Manag. 24(6), 839–850 (2006)
Macdonald, J.R., Frommer, I.D., Karaesmen, I.Z.: Decision making in the beer game and supply chain performance. Oper. Manag. Res. 6(3–4), 119–126 (2013)
Holweg, M., Bicheno, J.: Supply chain simulation – a tool for education, enhancement and endeavour. Int. J. Prod. Econ. 78, 163–175 (2002)
Bodner, D.A., Wade, J.P., Watson, W.R., Kamberov, G.I.: Designing an experiential learning environment for logistics and systems engineering. Procedia Comput. Sci. 16, 1082–1091 (2013)
Zhou, L., Xie, Y., Wild, N., Hunt, C.: Learning and practising supply chain management strategies from a business simulation game: a comprehensive supply chain simulation. In: 2008 Proceedings of IEEE Simulation Conference on WSC 2008, pp. 2534–2542 (2008)
Louchart, S., Lim, T., Al Sulaiman, H.: Why are video-games relevant test beds for studying interactivity for engineers? In: Proceedings of International Simulation and Gaming Association Conference paper O-25, vol. 4, Singapore (2009)
Corriere, J.D.: Shortfall: An Educational Game on Environmental Issues in Supply Chain Management. M.S. thesis. Mechanical and Industrial Engineering. Northeastern University, Boston (2003)
Brooke, J.: SUS: a quick and dirty usability scale. In: Jordan, P.W., Thomas, B., Weerdmeester, B.A., McClelland, I.L. (eds.) Usability Evaluation in Industry, pp. 189–194. Taylor and Francis, Brighton (1996)
Gennett, Z.: Shortfall Online: The Development of an Educational Computer Game for Teaching Sustainable Engineering to Millennial Generation Students. MS thesis, Department Mechanical and Industrial Engineering. Northeastern University, Boston (2010)
Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., De Gloria, A.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. (2013). doi:10.1111/bjet.12113. (2014)
Acknowledgments
This work has been co-funded by the EU under the FP7, in the Games and Learning Alliance (GALA) Network of Excellence, Grant Agreement nr. 258169.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Baalsrud Hauge, J., Lim, T., Ritchie, J., Kalverkamp, M., Bellotti, F., Ribeiro, C. (2015). To Facilitate or Not? Understanding the Role of the Teacher in Using a Serious Game. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2014. Lecture Notes in Computer Science(), vol 9221. Springer, Cham. https://doi.org/10.1007/978-3-319-22960-7_3
Download citation
DOI: https://doi.org/10.1007/978-3-319-22960-7_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-22959-1
Online ISBN: 978-3-319-22960-7
eBook Packages: Computer ScienceComputer Science (R0)