Abstract
Supply Chain & logistics as a subject lends itself readily to game-based learning. SCM subject learning is primarily about decision making, logistics and strategic management of resources. Most of the serious games designed for SCM are used in a workshop setting, and much of the learning outcome is achieved through the debriefing part of the workshop, i.e., not as an integrated part of the game. However, many such serious games expose their internal mechanics too easily. This side effect coupled with high development costs and limited and often constrained assessment schemas are reasons for low uptake. Another aspect is that games age and thus can often not be used for a long period. The usage of commercial off the shelf games might be a solution, but it requires that the game can be modded to fit the intended learning outcomes in the course it should be used. This article reports on the work carried out to identify if such a game, not specifically designed for the specific curriculum of SCM, can be used or not.
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Kalverkamp, M., Hauge, J.B., Lim, T. (2022). Exploring a Commercial Game for Adoption to Logistics Training. In: Kim, D.Y., von Cieminski, G., Romero, D. (eds) Advances in Production Management Systems. Smart Manufacturing and Logistics Systems: Turning Ideas into Action. APMS 2022. IFIP Advances in Information and Communication Technology, vol 664. Springer, Cham. https://doi.org/10.1007/978-3-031-16411-8_29
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