A Ten-Step Design Method for Simulation Games in Logistics Management

Author(s):  
Michele Fumarola ◽  
Jan-Paul van Staalduinen ◽  
Alexander Verbraeck

Simulation games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering simulation and visualization, and education. Designing simulation games are the result of creative thinking and planning, but often not the result of a rigorously applied design method. Design methods can be used to structure the creative process. The specific types of games we chose for studying design methods are simulation games focused on information-intensive domains, of which logistics management is an example. Our new design method takes into account the information intensiveness of the domain. The design method incorporates enterprise information management, simulation model design, and instructional design. The design method we propose uses ten steps in designing a simulation game: the first five for making a conceptual design and the final five for using the conceptual design as a basis for the simulation game. Iterative cycles are added to improve intermediate results. This paper discusses the design method and presents two different case studies. The first case study helped in developing the design method, while the second case study served for assessment and improvement.

2019 ◽  
Vol 50 (3) ◽  
pp. 393-407 ◽  
Author(s):  
Tim Rogmans ◽  
Wasseem Abaza

Background. Despite the increasing use of business simulation games in management education little is known about their effectiveness as learning tools. Aim. The aims of this study were to assess the effectiveness of an international business simulation game in enhancing levels of student engagement. Methods. We investigated student engagement levels after using a simulation game, as measured through quantitative self-reports obtained through a survey among students. The results were compared to engagement levels experienced in more traditional classroom based case discussions with the same students in the same course. The study was carried out across six class sections taught by two professors over two semesters. Results. The results show that average student engagement levels were higher during the traditional case study class than during the class using the simulation game. The standard deviation of the reported levels of student engagement was higher for the simulation game than for the traditional class, indicating that student responses were more extreme (either positive or negative) for the class using the simulation game. Students who were generally more motivated to learn reported higher levels of engagement with the simulation, whereas students with low levels of motivation who found the game complex became less engaged. Conclusion. Simulation games are not always necessarily effective in enhancing engagement among all students. The choice between traditional and experiential learning methods may be partly determined on the basis of the level of student motivation and other student characteristics.


Author(s):  
Inge van de Weerd ◽  
Sjaak Brinkkemper

This chapter introduces an assembly-based method engineering approach for constructing situational analysis and design methods. The approach is supported by a meta-modeling technique, based on UML activity and class diagrams. Both the method engineering approach and meta-modeling technique will be explained and illustrated by case studies. The first case study describes the use of the meta-modeling technique in the analysis of method evolution. The next case study describes the use of situational method engineering, supported by the proposed meta-modeling technique, in method construction. With this research, the authors hope to provide researchers in the information system development domain with a useful approach for analyzing, constructing, and adapting methods.


2018 ◽  
Vol 11 (2) ◽  
pp. 44-60
Author(s):  
Kitti Károlyfi ◽  
Gabriella László ◽  
Ferenc Papp ◽  
Raymond Bükkösi

This article describes the conceptual design process of an equestrian centre, presenting the covered stadium of the building complex in detail, designed it as a free-form, wide-span steel structure. The main goal of this study is to present the application of the parametric design method through a case study and to examine the interoperability opportunities between architectural and structural design software.


2014 ◽  
Vol 635-637 ◽  
pp. 1969-1972
Author(s):  
Jie Zhang ◽  
Ling Xia Bi

In today's era of the pursuit of personalization, the range of product is greatly enriched. Thus, enhancing the level of product innovation and design capabilities is the inevitable requirements of the new era. Based on the bifurcation theory, people’s thinking state in the innovative design process of a product was analyzed. Some innovative design methods that commonly used in modern design theory were introduced.Based on a product design example, two innovative design methods were respectively carried out to realize the design of new products.


2020 ◽  
Vol 11 (37) ◽  
pp. 49-63
Author(s):  
Karolina Olejniczak ◽  
Anna Dębicka

RESEARCH OBJECTIVE: The aim of the paper is to evaluate the experi­ence resulting from the use of simulation games as supporting entrepreneurial attitudes at technical universities. THE RESEARCH PROBLEM AND METHODS: The main problem raised in the article concerns the effectiveness of simulation games as a method of sup­porting entrepreneurial attitudes at technical universities. The article provides an overview of selected literature and presents the authors’ experience in using simulation games. THE PROCESS OF ARGUMENTATION: The first part presents selected aspects of entrepreneurship and simulation games. The next part presents the results of a case study on the use of simulation games in Poland. As a result, the final part formulates conclusions regarding this issue for the future. RESEARCH RESULTS: Knowledge and usefulness of a simulation game as an entrepreneurship education method among students of technical universi­ties have been indicated. Conclusions have been formulated pointing to high effectiveness and usability of simulation games in supporting entrepreneurial attitudes. CONCLUSIONS, INNOVATIONS AND RECOMMENDATIONS: The studied method of entrepreneurship education seems to be extremely in­teresting for students of technical universities and should be further developed as an innovative educational solution.


Author(s):  
Marcin Wardaszko

Case studies and simulation games have a lot in common. In this chapter, the author analyses the commonalities of case studies and simulation games in three different aspects. The first aspect is the use of simulation games as case study based simulation games for teaching and learning, which are essential parts of simulation and gaming. The second aspect is designing case-study-based simulation games for educational purposes. The third aspect is using case-study-based simulation games in organisational development to increase the effectiveness of organisations and cultural changes. In order to help to design the appropriate learning experience, the author proposes a new game classification related to rule rigidity and win-state conditions, which will help the designers in their task of designing the proper case-study-based simulation game.


Author(s):  
Lorenzo Fiorineschi ◽  
Francesco Saverio Frillici ◽  
Federico Rotini

AbstractDesign methods are claimed to support designers but, although they are largely taught in academia, their industrial uptake is still lacking. Many reasons have been identified about this flaw and some potential suggestions have been proposed and discussed in literature to overcome the problem. However, a further evidence is that although many students learn such methods from years, they partially or totally abandon the learned methods in their professional careers. This could partially explain the gap between academic and industrial diffusion of design methods. Literature provides suggestions for improving the learning experience of students but different didactical contexts may need more tailored solutions. The work shown in this paper exploits the problem solving potentialities of the TRIZ toolset to provide hints for improving a course focused on teaching a systematic conceptual design method. A set of suggestions has been obtained together some guidelines for applying the considered TRIZ tools to other didactical contexts.


Author(s):  
H. V. Darbinyan

In well known conceptual design methods movement based working principles are considered to provide demanded key function of the future mechanism. Acceptable kinematical structures are searched within large number of topological diagrams generated on the base of original mechanism selected in accordance with functional demand. Further filtering of topological diagrams is leaving structures which are satisfactory for structural characteristics and additional functions. For many cases of mechanical design those concept design methods are not providing equal synthesis conditions for all functions, discriminating the rest of functions against the key function. The suggested novel concept design method [1] provides possibility of wide modifications of mechanism and function entities with mandatory dependence between sets of functions and mechanism’ various embodiments and implies application of identical design cycles for different stages of concept design. Some chapters of this method, as main idea, unified synthesis tools, modeling in concept design, graph and matrix based formalization of functions and mechanisms were presented in the earlier publications [2, 3]. Current study aims to formalize the concept design method itself, which facilitates presentation of the suggested design method and enables its formalized comparison with existing ones. Examples of product concept design are considered and resolved by existing methods and by the novel one, thus making obvious feature and performance efficiency evaluation.


2018 ◽  
Vol 1 (2) ◽  
pp. 1-17
Author(s):  
Tedi Budiman

One example of the growing information technology today is mobile learning, mobile learning which refers to mobile technology as a learning medium. Mobile learning is learning that is unique for each student to access learning materials anywhere, anytime. Mobile learning is suitable as a model of learning for the students to make it easier to get an understanding of a given subject, such as math is pretty complicated and always using formulas.The design method that I use is the case study method, namely, learning, searching and collecting data related to the study. While the development of engineering design software application programs that will be used by the author is the method of Rapid Application Development (RAD), which consists of 4 stages: Requirements Planning Phase, User Design Phase, Construction Phase and Phase Cotuver.


Sign in / Sign up

Export Citation Format

Share Document