IMPACTS OF GAMIFICATION ON LOGISTICS AND SUPPLY CHAIN EDUCATION:

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Presentation transcript:

IMPACTS OF GAMIFICATION ON LOGISTICS AND SUPPLY CHAIN EDUCATION: 21ST MARKETING CONGRESS IMPACTS OF GAMIFICATION ON LOGISTICS AND SUPPLY CHAIN EDUCATION: Chip Supply Case Study Erhan DEMİRBAŞ & Gamze ARABELEN

AGENDA Introduction Gamification Methodology Game Information Game-Play Process Expected Outputs Findings Limitations Conclusion & Further Research

Logistics and Supply Chain Education; Introduction Logistics and Supply Chain Education; Growing importance of supply chain managers Importance of education programs Major problems: Motivation & engagement Lecturing is the most used way Boring experience Gamification

Purpose and Motivation of the Study The purpose of this study is to present which impacts concept of gamification reveals on logistics and supply chain management

Gamification «Gamification is basically the use of game design elements in non-game contents.» (Deterding, et al., 2011) Game elements Motivation and engagement According to Lee and Hummer (2011), gamification can provide an opportunity to help educators in order to solve motivational problems and improve student engagement.

Gamification Gamification is adopted in many sectors including Organization management Service training Health Marketing Education etc.

Methodology Exploratory research Judgmental sampling Small sample size, 30 participants “Chip Supply Game” has been developed Survey implemented after game-play

Research Model Gamification process Implementation Analysis Findings

Game Information Representation of a supply chain Bullwhip effect Manufacturing CPUs for computer manufacturers Must meet customer order Minimize holding inventory Do not run out!

Game Elements of Chip Supply Game

Expected Output To understand importance of information sharing To understand how systematic thinking differs from individual thinking To see how parties affect each other To see the results of bullwhip effect To deal with quantity of inventory

Implementation 30 participants One week time period 15 rounds, each round representing one week of material flow

Game-Play Process Record your inventory 5 BLUE CHIPS ORDER INCOMING YOUR ORDER

Findings Game Insight Difficult handicap, to decide on amount of order During the game-play, unfilled backorders have occurred. Due to that situation, orders remained unfilled and the participants had to increase the amount in order to fulfill the backorder. Participants also stated that lack of information sharing makes difficult to determine the order.

Findings Game Learning Environment MEAN = 30 STANDART DEVIATION

Game helped me understand bullwhip effect Findings Game Learning Objectives MEAN = 30 STANDART DEVIATION Game helped me understand bullwhip effect

Limitations Exploratory research To get insight from participants Small sample size Focus group study after the implementation More tools will enrich future studies

Conclusions and Further Research Traditional learning environment, problem of engagement and motivation Exploratory research Gamification as an alternative Aim is to show whether gamification motivates students to content in more engaging way or not Participants stated that game has motivated and engaged them Researchers should consider exploring more on impacts of gamification in L&SC education

THANK YOU FOR LISTENING