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A New Computerized Beer Game: A Tool for Teaching the Value of Integrated Supply Chain Management1

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... One example is the management game "Top Management Decision Simulation" developed by the American Management Association (AMA) in the 1950's [2]. The probably bestknown business simulation game on supply chain management is the Beer Distribution Game developed at MIT in the 1960's, played in many versions, both as a board game and a computer-based game, and described in many publications, for example in [3][4][5][6][7][8]. ...
... The authors could not find an implementation of the Beer Distribution Game in the Internet that satisfies the requirements of the authors, especially in terms of flexibility, interaction of the participants and involvement of a trainer. Most of the games are "are 'automated' versions of the traditional game, primarily intended to make the game run faster" [8]. Klemke et al. [17] state that, "little work is reported that focus on multi-user learning situations". ...
... The two main goals of every player are to ensure a high delivery reliability and to minimize the inventory. The game resembles the Beer Distribution game, but does not have the weaknesses of the traditional Beer described by Kaminsky and Simchi-Levi [8], "the Beer Game does not necessarily provide students with insight on how to better manage the supply chain." The players experience the bullwhip effect and have to create and implement strategies to avoid the bullwhip effect and deliver all ordered products on time while minimizing the holding costs. ...
Chapter
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Management games are a common method for training employees in production and logistics, both in expert knowledge and in soft skills. Typically, all participants are located in one room while playing the game, which allows for a face-to-face interaction among the participants and between the participants and the trainer. This facilitates the typical learning loop of a management game: play, analyze and improve. For companies with supply chains covering faraway geographical locations and different time zones, the approach of having a management game seminar with all relevant participants (actors from different locations of the supply chain) in one room leads to high costs due to traveling and lost time for traveling. Multiplayer computer games played through the Internet could enable companies to conduct management games with actors of geographically distributed supply chains without spending money and time on travelling. The paper conceptually compares board games, multiplayer computer games played distributed over the internet and multiplayer VR games. Furthermore, the paper describes a prototype implementation of a computer game on supply chain management suitable for actors of a geographically distributed supply chain.
... As regards the supply-chain context, a number of games encourage supply chain and logistics understanding: the most famous being the turn-based MIT Beer Game (Kaminsky & Simchi-Levi, 1998;Sterman, 1989Sterman, , 1992. The goal of the game is to minimize inventory and backorder costs throughout a 25-50-week period. ...
... When the students first played the standard, decentralized variation of the game, the bullwhip effect was significant: the variation in the order placed by an upstream module was invariably greater than the variation in the customer demand. Once the information (customer demand and inventory levels) became centralized (known to all players), the bullwhip effect notably lessened as measured by the sharp drops in the system costs (Kaminsky & Simchi-Levi, 1998). Thus, by consecutively playing different variations of the game and comparing the variations in the orders and the system costs, students should be able to identify the major cause of the bullwhip effect. ...
Article
Background. Educational games are widely used in business classes in general, and supply chain management (SCM) classes in particular. These games are designed to familiarize students with the real business world. Most SCM games are ready-made, with pre-set learning objectives focusing on a certain module in a supply chain. Intervention. This article presents the new spreadsheet-based Flexible Supply Chain Management Game (FSCMG) and the findings of its pilot study. FSCMG’s features are transparent to instructors and students alike. It is easily modifiable to suit an instructor’s learning objectives. Method. Six groups of undergraduate students took turns playing three modules, namely a wholesaler, manufacturer, and supplier. There were two groups per module to represent two supply chains. The students’ spreadsheets are analyzed and presented. Results. Students’ spreadsheets revealed that they were able to employ SCM conceptual understanding in FSCMG, particularly pricing strategy, inventory management, forecasting, and the relationships within a supply chain. Conclusion. FSCGM helped the students apply their in-class knowledge in a real-world situation and be well prepared for their future careers where an extensive understanding is required.
... With the technological developments in operations research, war games, computer technology and education theory, educators started integrating these games into business courses in the late 1950s (Ricciardi & Marting, 1957). Games such as the Beer Distribution Game (Kaminsky & Simchi-Levi, 1998) and the Markstrat Simulation Game (Larreche & Gatignon, 1977) were released in the following years and gained popularity among educators. ...
Conference Paper
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While resilience is acknowledged as a complex construct and one that is difficult to assess, universities are recognising its importance. They are beginning to invest in research and services aimed at building student resilience. However, there is limited research into the levels of, and contributors to, student resilience. This study explored the effects of an experiential learning tool, business simulation games (BSGs), on the development of IS students' academic resilience. The researcher interviewed instructors conducting ERPsim labs to find out their views regarding the impact of BSGs on three aspects of the Resilience at University (RAU) scale: academic buoyancy, personal competence and social competency. Findings from the instructors' interviews demonstrated that Business simulations help students build resilience by offering a safe environment where they can fail, learn, and try again. Simulations may educate students on managing stress and pressure, remaining focused on their objectives, and having a good attitude.
... However, many experts criticize the Beer Game simulation. Kaminsky and Simchi-Levi (1998) point out that the Beer Game has a few limitations such as students are generally so occupied with the mechanics of the game that it cannot reflect a realistic supply chain scenario. Kimbrough et al (2002) pointed out a lack of motivation for improvement during the course of the game since players are not encouraged to share information with each other. ...
Article
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This paper presents a new practical game which helps undergraduate students to understand how the concept of supply chain management (SCM) works. The game uses a simple supply chain structure incorporating three entities of the supply chain: supplier, plant, and customer. The game employs a set of toy building blocks such as LEGO® blocks and has the rules of the game, responsibility of each player, product descriptions and bill of materials. This competitive game is used supply chain cost as the measuring to determine the winner team of the game and the Bloom's taxonomy as guidelines to develop the assessment testing based on the learning objectives of courses. This proposed board game has been tested by many undergraduate students who are taking SCM and Logistics Management courses. The results show that the students who played the game reached the higher scores of assessment testing than students who didn't play the game. Furthermore, most students have also positive view about this game.
... Aunque la idea de utilizar la simulación como una herramienta pedagógica no es nueva, su aplicación típica se encuentra propiamente en la dinámica de sistemas. En Ingeniería Industrial se comienzan a explorar sus ventajas hacia 1960 en el Massachusetts Institute of Technology (MIT) (Kaminsky y Simchi, 1998). Como resultado se desarrolla el concepto de juegos de empresa. ...
Article
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El presente trabajo corresponde al desarrollo de un proyecto de investigación el cual se encuentra en curso y cuya finalidad se enfoca en el establecimiento de los criterios, así como la línea base para coordinar las estrategias pedagógicas y didácticas de la Facultad de Ciencias Básicas e Ingeniería de Unicatólica, en especial aquellas que se asocian a los procesos de enseñanza y aprendizaje propios del quehacer de la Ingeniería Industrial. Abstract The present work corresponds to the development of a research project which is ongoing. Its purpose focuses on the establishment of criteria, as well as a baseline to coordinate pedagogical and didactic strategies for the Faculty of Basic Sciences and Engineering of Unicatólica, especially those associated with the teaching and learning processes of Industrial Engineering.
... Almaguer et al. demonstrate that the addition of VR and AR to gaming simulations has significantly improved learning amongst students [2], though they did not identify specific VR implementations of the beer game. Several papers report on computerized versions of the beer game [14]; a Web-based version [19]; and an AI version [15]. However, we have not identified any paper that discusses VR implementations. ...
... As already existing examples of SCM SG is possible to find the Beer Game [10] which is card based and probably, the most known and used. In 2015 a new modern version of the Beer Game has been integrated in a SCM course, leading the card based game towards a virtual application [11]. ...
Article
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In the last decades, Serious Games (SGs) have been implemented more and more in the engineering field, for both educational and professional purposes. The interest in digital SGs has increased even more in the last years of covid-19 pandemic, due to their location-independent availability and to the possibility to use SGs to apply theoretical knowledge and involve the users in a challenging way. Since the beginning of project XXXX in October 2018, the University of Xxxx started to develop a brand-new SG with a strong focus on Operation and Supply Chain Management. The game has been studied as a multiplayer cooperative and competitive game which projects learners in a fictitious universe where multiple companies compete against each other in the same market. The realization of the game started from the definition of the didactical concept, underwent the user acceptance testing phases (alpha and beta tests) up until reach the release and the corresponding final evaluation feedback.
... With the technological developments in operations research, war games, computer technology, and education theory, educators started integrating these games into business courses in the late 1950s [10]. Games such as the Beer Distribution Game [11] and the Markstrat Simulation Game [12] were released in the following years and gained popularity among educators. ...
Article
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Over the last few years, business simulation games (BSGs) in higher education have attracted attention. BSGs tend to actively engage students with course material, promoting higher engagement and motivation and enabling learning outcomes. Increasingly, researchers are trying to explore the full potential of these games with an upsurge of research in the BSG field in recent years. There is a need to understand the current state of research and future research opportunities; however, there is a lack of recent systematic literature reviews in BSG literature. This study addresses this gap by systematically compiling online empirical research from January 2015 to April 2022. We followed PRISMA guidelines to identify fifty-seven (57) papers reporting empirical evidence of the effectiveness of BSGs in teaching and learning. Findings showed that BSGs improve learning outcomes such as knowledge acquisition, cognitive and interactive skills, and behaviour. The review also summarises different issues concerning the integration of BSGs into the curriculum, learning theories used in the selected studies, and assessment methods used to evaluate student achievement in learning outcomes. The findings of this review summarise the current research activities and indicate existing deficiencies and potential research directions that can be used as the basis for future research into the use of BSGs in higher education.
... This characteristic of SGs enables students to make mistakes without causing real damage, thus making SGs ideal tools for the teaching of Operation and Supply Chain Management (Reese, 2011). As already existing examples of SCM SG, it is possible to find the Beer Game (Kaminsky & Levi, 1998), which is card-based and probably the most known and used. AUSUM (Cro we, 2011) is a game focused on the dynamics of supply chain management in the automobile sector. ...
Chapter
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The digitalisation or virtualisation of lab equipment in higher education promises numerous benefits for all those involved. Economic benefits from sharing lab infrastructures, convenient remote access to labs anytime and anywhere, as well as the sharing and linking of lab-based lectures are just some of the advantages that come to mind when thinking of online lab infrastructures. However, the technical, didactical and organisational effort required to digitalise labs should not be underestimated. The different chapters of this book provide insights into these different aspects from the perspectives of both researchers and lecturers. With contributions by Hadi Adineh, Tobias Ableitner, Majsa Ammouriova, Jannicke Baalsrud Hauge, Massimo Bertolini, Martin Burghardt, Michael Canz, Juliana Castaneda, Jens Doveren, Matthias Ehlenz, Thomas Eppler, Giovanni Esposito, Peter Ferdinand, Matas Führer, Jens Glembin, Myriam Guedey, Felix Gers, Yasmin Hayat, Roland Heinrich, Karsten Henke, Clara Henkel, Birte Heinemann, Nils Höhner, Andrej Itrich, Marc Philipp Jensen, Valentin Kammerlohr, Rushed Kanawati, Abdelmajid Khelil, Michael Klein, Sebastian Koch, Johannes Kretzschmar, Jean-Vincent Loddo, Davide Mezzogori, Johannes Nau, Mattia Neroni, David Paradice, Angel A. Juan Perez, Anke Pfeiffer, Tobias Christian Piller, Paul Press, Steffen Prowe, Giovanni Romagnoli, Benedikt Reuter, Davide Reverberi, Peter Rödler, David Romero, David Schepkowski, Ulrik Schroeder, Jan Seedorf, Detlef Streitferdt, Peter Treffinger, Dieter Uckelmann and Gottfried Zimmermann.
... In the context of educational research, game-based learning approaches are always popular for enhancing the teaching effectiveness and learning engagement, for example the beer game for learning supply chain management concepts [7] and Run Marco for learning programming concepts [8]. The above educational games generally lead to a number of research questions for examining students' interest, performance, and satisfaction towards enriching science, technology, engineering, and mathematics (STEM) education [9]. ...
Article
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Although blockchain is regarded as a promising and revolutionary technology, not everyone, particular non-technical students, can effectively understand and appraise its mechanism. To spread knowledge of blockchain technology, an online educational game for learning blockchain concepts named ‘BlockTrainHK’ is designed and developed from the React Native framework. Users from multi-disciplinary backgrounds can experience the block mining process, where the whole journey of building the blockchain and other advanced concepts, including immutability, Merkle tree, and zero knowledge proof, can be revealed, such that technical barriers of learning blockchain can be overcome.
... However, many experts criticize this Beer Game simulation. Kaminsky and Simchi-Levi [4] stated Beer Game has many shortcomings among which students are generally tied to the mechanism of the game which can affect the actual supply chain scenario. Kimbrough [5] stated a lack of motivation to improve during the game as players are not encouraged to share information. ...
... Motivated by Sterman (1989Sterman ( , 1992, a number of experimental studies have used the Beer Distribution Game (BDG) to explore behavioral causes for the bullwhip effect and methods for dampening it (see Chen and Wu 2018, for a review). Kaminsky and Simchi-Levi (1998) find that reducing the ordering and shipment lags decrease overall supply chain costs even though order amplification remains the same. Gupta et al. (2002) and Steckel et al. (2004) also show that reducing lead times leads to lower costs. ...
Article
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Problem Definition: We empirically examine a complementary behavioral source of the bullwhip effect that has been previously overlooked in the literature: that individuals order more aggressively (i.e., overreact) when they face shortages than when they hold inventory. Methodology/Results: We conduct a behavioral experiment using the Beer Distribution Game. We estimate decision rules using multi-level modeling approaches that overcome several drawbacks of the estimation methods used in the earlier literature. We find robust evidence that, contrary to the overreaction when in backlog hypothesis and reports from popular press, decision-makers order less aggressively and become insensitive to the scope of the problem when in backlog-a scope neglect phenomenon. Managerial Implications: We propose a dual-process theoretical account predicated on affective reactions to explain this scope neglect. Our results suggest that affective reactions under novel operating conditions or dramatic events in supply chains, such as the COVID-19 pandemic, can overwhelm cognitive processing of managers and make them fail to recognize the full scope of the problems faced and update decision models accordingly. Understanding the cognitive-affective drivers of ordering behaviors that generate supply chain instability is important in designing interventions to mitigate their negative effects.
... The Bullwhip effect, centralization and the lead time effects are also taught by this simulation. [75] The game also teaches that most issues are coming from a wrongly planned system and not from individual mistakes which is an important phenomenon of quality management [76,77]. The success of the Beer Game in education induced newer, modified versions of the game. ...
Article
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Various studies confirm the positive outcomes of business simulation games, which can be effectively used in the education of manufacturing and supply chain processes. The use of them in education increases business knowledge, causes better understanding of business processes, improves decision making, problem-solving, and interpersonal communication skills. General business simulation games with manufacturing functions included are described briefly. Twenty-two specialized manufacturing and supply chain simulations are discussed in detail showing their features and decision-making possibilities. The study is useful for educators, trainers, and companies looking for practical learning methods. The discussion of the games gives them an opportunity to better understand available business simulations and be able to choose the appropriate one for their expected learning outcomes.
... To better contextualize the multiplayer serious game object of this study, the most relevant supply chain and operations management serious games will be briefly discussed. Relatively to the first group, the Beer Game [11], originally designed as a multiplayer card game, is probably the most known and used one. Players represent different tiers of a supply chain and interact with each other to fulfill customer's demand; in doing so, they experience naturally arising dynamics of a supply chain, such as the bullwhip effect. ...
Chapter
We present an innovative, cooperative, and competitive multiplayer serious game, suited for the educational needs of supply chain and operation management post-graduate students. Hence, the objective is to satisfy the ever-increasing requirement of students to have the ability to experience and practice the theory learned in traditional ways, for active knowledge acquisition. To cope with such needs, we designed and implemented a multiplayer online serious game, that provides players with a realistic industrial experience, and teaches them how to take a whole range of day-to day and medium-term challenging decisions. Learners are divided into teams, each one representing an Original Equipment Manufacturer (OEM), in every team the students will collaborate and will compete in the same market, and sharing a limited set of suppliers. To this aim they have to define a strategy to target the best market segmentation. Teachers have the possibility to investigate the decision patters of the learners, analyze KPIs and learning analytics, to better understand the learning process and guide the learners in their educational journey. By means of a preliminary questionnaire, the interest in using the serious game to study operation management was confirmed. In addition, the game was tested by a small group of students, who acknowledged the effectiveness of the game's dynamics as a tool to complement traditional teaching methods.
... However, many experts criticize the Beer Game simulation. Kaminsky and Simchi-Levi (1998) point out that the Beer Game has a few limitations such as students are generally so occupied with the mechanics of the game that it cannot reflect a realistic supply chain scenario. Kimbrough et al (2002) pointed out a lack of motivation for improvement during the course of the game since players are not encouraged to share information with each other. ...
Article
Full-text available
This paper presents a new practical game which helps undergraduate students to understand how the concept of supply chain management (SCM) works. The game uses a simple supply chain structure incorporating three entities of the supply chain: supplier, plant, and customer. The game employs a set of toy building blocks such as LEGO® blocks and has the rules of the game, responsibility of each player, product descriptions and bill of materials. This competitive game is used supply chain cost as the measuring to determine the winner team of the game and the Bloom's taxonomy as guidelines to develop the assessment testing based on the learning objectives of courses. This proposed board game has been tested by many undergraduate students who are taking SCM and Logistics Management courses. The results show that the students who played the game reached the higher scores of assessment testing than students who didn't play the game. Furthermore, most students have also positive view about this game.
... Games are limited in the sense that generally nothing can be rigorously proved from the game in itself, but they do provide a valuable source of anecdotal evidence and are a good learning device. Other authors have extended or computerised the beer game including van Ackere et al (1993), Kaminsky and Simchi-Levi (1998), Lambrecht and Dejonckheere (1999a and b). ♦ Empirical studies; a number of authors have investigated the impact of ICT on the supply chain including Holmström (1998), Fransoo and Wouters (2000), Kaipia, Holmström and Tanskanen (2000). ...
Conference Paper
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The Internet and related information and communication technologies (ICT) have recently enabled the cost-effective dissemination of information between disparate parties in the supply chain. New supply chain strategies, such as Vendor Managed Inventory (VMI), Collaborative Planning, Forecasting and Replenishment (CPFR) and Efficient Consumer Response (ECR), have begun to exploit these new communication channels, principally at the retail end of the supply chain. The impact of the eBusiness enabled supply chain on manufacturers and materials/component suppliers is, however, less well understood and exploited. This paper is aimed at establishing eBusiness enabled supply chain models for quantifying the impact of ICT, in particular its effect on dynamic behaviour. The paper concludes that simple, yet robust, models enable considerable quantitative insights into the impact of eBusiness on supply chain dynamic behaviour prior to their implementation.
... In addition to the typical 100 percent step increase in demand, we ran simulations with 75, 50, and 25 percent increase in demand. We also used two different random demands: a normally distributed demand with a mean of six and the standard deviation of two, proposed by Kaminsky and Simchi-Levi (1998) and a uniformly distributed demand between zero and eight, proposed by Croson and Donohue (2002) . Finally, we simulated an exponentially growing demand with a five percent growth rate, sinus function mimicking seasonal oscillations, and a pulse demand with multiple short shocks to the system. ...
Article
Inequity aversion models developed by Fehr and Schmidt (1999) and Bolton and Ockenfels (2000) assume that, in addition to purely selfish subjects, there are subjects who dislike inequitable outcomes. Within the supply chain management literature, these models were used to study fairness concerns. A common limitation in this research area has been the use of rather simple settings, mainly dyadic channels with a single supplier and retailer. Thus, researching social preferences in different channel structures and the idea of multiple-player groups have been suggested as interesting future research areas. In this paper, we present dynamic analyses of the two inequity aversion models and their application in the Beer Distribution Game setting. Our simulation results challenge currently held assumptions about fairness perceptions among supply chain members. We provide some structural explanations for this and suggests future research areas.
... The Beer Game provides teams of players an environment to simulate the operations of a single product distribution supply chain in which each member manages the inventory of a retailer, wholesaler, distributor, and manufacturer. There are many modifications to the game including computer-based versions [15] [16] and Web-based versions [17]. The "Siemens Briefcase Game" (another supply chain game developed by Siemens). ...
... However, many experts criticize the Beer Game simulation. Kaminsky and Simchi-Levi (1998) point out that the Beer Game has a few limitations such as students are generally so occupied with the mechanics of the game that it cannot reflect a realistic supply chain scenario. Kimbrough et al (2002) pointed out a lack of motivation for improvement during the course of the game since players are not encouraged to share information with each other. ...
Chapter
Full-text available
This paper presents a new practical game which helps undergraduate students to understand how the concept of supply chain management (SCM) works. The game uses a simple supply chain structure incorporating three entities of the supply chain: supplier, plant, and customer. The game employs a set of toy building blocks such as LEGO® blocks and has the rules of the game, responsibility of each player, product descriptions and bill of materials. This competitive game is used supply chain cost as the measuring to determine the winner team of the game and the Bloom's taxonomy as guidelines to develop the assessment testing based on the learning objectives of courses. This proposed board game has been tested by many undergraduate students who are taking SCM and Logistics Management courses. The results show that the students who played the game reached the higher scores of assessment testing than students who didn't play the game. Furthermore, most students have also positive view about this game.
... BSGs refer to instructions provided by personal computers to immerse trainees in a manual business environment for decisionmaking and management knowledge to understand the consequences of their decisions without having to experiment in a real business environment (Sitzmann, 2011). Taking the most well-known Beer Distribution Game as an example, the role-playing simulation exercise of simple production and distribution system has been used in countless business education courses and widely studied in the literature because it was first developed at MIT Sloan School of Management (Costas, Ponte, de la Fuente, Lozano, & Parren˜o, 2017;Kaminsky & Simchi-Levi, 1998). This simple game has proven to be very effective in helping trainees to understand the causal relationship between decision-making and supply chain behavior (Goodwin & Franklin, 1994). ...
Article
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Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students’ BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill this gap by exploring intention to use BSGs. Specifically, this study investigated the influence of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and price value on behavioral intention to use BSGs. Data collected from 141 useful respondents were tested against the research model using partial least square approach. The results of this study indicated that behavioral intention to use BSGs was influenced by facilitating conditions, hedonic motivation, and price value. Unexpectedly, performance expectancy, effort expectancy, and social influence were not predictive of students’ behavioral intention to use BSGs. These findings enhanced our understanding of students’ BSG usage behavior and provided several important theoretical and practical implications for the application of BSG in the context of business and management education.
... It creates a context where each organization does not have global information but owns good local information (Sterman 1989). Participants in the game realize that a lack of global information induces irrational behaviors of organizations and their interactions in the supply chain; it creates aggregate dynamics, a so-called bullwhip effect, to diverge from global optimization (Sterman 1989;Kaminsky & Simchi-Levi 1998). ...
Article
This research discusses how system dynamics is used to develop an educational game, called CANDY OG, to learn how to improve supply chain performance under conflict of key performance indicators (KPIs). Its objective is to explore applicability of system dynamics to design a business game for fostering interpersonal skills. A causal loop diagram is used to confirm the game design so that the participants can learn by playing about importance of understanding other stakeholder’s mental model to improve supply chain performance. The game was played for experiments to evaluate effectiveness of the game design by surveys and other qualitative methods such as samples’ memos during the game, follow-up interviews and participatory observations. Our experimental results suggest a possibility that the game provides experiential learning to develop interpersonal skills at managing conflicts of KPIs, and thus indicate that the use of system dynamics helps to ensure appropriate designing of the game. The originality is a use of system dynamics for designing an educational game, leveraging its capability to analyze mental models of stakeholders in a system.
... As in previous studies, they find that decision makers ignore the supply line and in case of shortage, they saturate OQ adjustment at a maximum value instead of overreacting. In experimental studies, researchers show that shorter ordering and shipment lead-times improve decentralised supply chain performance under periodic review (e.g., Kaminsky and Simchi-Levi, 1998;Kimbrough et al., 2002;Steckel et al., 2004). Also, sharing point of sale information (e.g., Croson and Donohue, 2003;Gupta et al., 2001;Steckel et al., 2004), using electronic data interchange (Machuca and Barajas, 2004), and communication (Wu and Katok, 2006), can significantly improve decentralised supply chain performance under periodic review. ...
Article
Inventory managers do not predominantly follow normative optimisation models. At best, they introduce a level of bounded rationality in their inventory replenishment decisions. This paper examines the behaviour of inventory decision-makers under continuous review in a decentralised supply chain, using an experimental approach with unknown market demand and local information availability. The analysis reveals that not only the magnitude and the variability of order quantity tend to be larger, but also that the order-time intervals is lengthen and highly variable while moving upstream along the supply chain. The role of the inventory managers' replenishment decisions on the echelon holding, backorder, and total costs, is also investigated. Finally, a normative model is designed and its solutions are compared to the experimental results. It is observed that humans do not operate in a perfectly optimal way, but are generally reluctant to risk increasing backorder costs and reducing inventory carrying cost, even if this would lead to lower total cost.
... These cognitive limitations trigger a surplus of capital investment, excess or inadequate stock, the hiring and firing of workforce, difficulties with demand forecasting and manufacturing programming, as well as delivery delays and impacts on competitiveness Nienhaus, Ziegenbein, & Duijts, 2006;Wang & Disney, 2016). In general, the Bullwhip Effect makes management and efficient operation of the system difficult, since available resources are not used efficiently (Kaminsky & Simchi-Levi, 1998). Different industries around the world have felt the impact of the Bullwhip Effect, for example, Pampers diapers Wang & Disney, 2016), General Electric in 1958, Motorola in 1993, Cisco in 2000, and Tesco in 2007 to name just a few. ...
Chapter
One of the most nefarious consequences of violent conflicts is forced displacement. Refugee crises have impacts on both the refugees’ place of origin (e.g., loss of human capital) and the places where they resettle (e.g., demands on health systems). Humanitarian information technologies (IT) can be used to collect, process and analyze information that may contribute to improving the livelihoods of refugees. This chapter summarizes the role of humanitarian IT in assisting refugees or organizations that provide services to them in the four steps of the refugee pathway: displacement (e.g., collecting information about the current situation), journey (e.g., providing information about the closest services on a map), temporary settlement (e.g., monitoring health programs of refugee camps), and permanent settlement (e.g., processing refugee resettlement in a new country).
... There are several variants of the beer distribution game in the literature, these includes the stationary beer game [14], computer simulated beer game (e.g. [45,46]) and online beer game [42]. This game aims to introduce the basic concepts of the bullwhip effect and the benefits of information sharing and lead-time reduction. ...
Article
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Game-based learning has been introduced as an interactive tool to facilitate learning and training processes in various fields, including supply chain management (SCM). Most of these games are specifically designed to focus on certain scenarios and concepts. For example, the original beer distribution game focuses on a single product supply chain without considering capacity and process reliability into account. This creates challenges for extending the games to cover other concepts in SCM. To tackle this problem, we propose a board game, titled ThinkLog, as a face-to-face extendable framework to facilitate learning in SCM. It can be extended to generate different scenarios for various concepts in SCM without changing the basic game structure. Using this principle, we have extended the basic version of ThinkLog to two other scenarios, namely: humanitarian logistics and urban logistics, by simply modifying the rule of the game. Each scenario would have different learning objectives embedded in the gameplay. The game is also complemented with a computer-based application (digital application) to enhance the overall learning experience and collect relevant data (data gathering) during a game session. These three scenarios have been evaluated on four-interactive sessions with government officials and policy- makers in Indonesia. Each session has been consistent in its acceptance of the game as a tool to facilitate learning in SCM, regardless of the scenarios that we played. Our learning objective evaluation also shows that the game is effective in deepening the players' understanding of SCM concepts. © 2018 Advances in Science, Technology and Engineering Systems.All right reserved.
... As in previous studies, they find that decision makers ignore the supply line and in case of shortage, they saturate OQ adjustment at a maximum value instead of overreacting. In experimental studies, researchers show that shorter ordering and shipment lead-times improve decentralised supply chain performance under periodic review (e.g., Kaminsky and Simchi-Levi, 1998;Kimbrough et al., 2002;Steckel et al., 2004). Also, sharing point of sale information (e.g., Croson and Donohue, 2003;Gupta et al., 2001;Steckel et al., 2004), using electronic data interchange (Machuca and Barajas, 2004), and communication (Wu and Katok, 2006), can significantly improve decentralised supply chain performance under periodic review. ...
... To prepare business and industrial engineering students for the issues that arise in implementing and participating in RAs in practice, we present a pedagogical simulation game with the primary learning goal of allowing students to experientially learn the unique RA bidding process through real-time thoughtful decisions in fictitious scenarios using as little as seven minutes of class time. While much smaller in scale and scope, the game is intended to play a similar role in introducing RAs as classroom games such as the Beer Game has done for issues in supply chain operations (Kaminsky and Simchi-Levi 1998). ...
Article
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A reverse auction is a common way of executing supply chain sourcing. This article presents a spreadsheet-based game, the BucknellAuto game, that simulates the bidding process in a reverse auction. Students play the seller role and vie for the buyer's demand request by bidding against the automated competitors. The BucknellAuto game allows students to experientially learn not only the competitive bidding process of the reverse auction but also the implications of the auction parameters on the bidding competitiveness. The BucknellAuto game serves as a pedagogical tool for efficiently and effectively introducing the reverse auction to undergraduate students in a fun and interactive way.
... In a nutshell, the Sterman formula attempts to model the way human players over-or under-react to situations they observe in the supply chain such as shortages or excess inventory. Subsequent behavioral studies using the beer game include [16,6,9] and [10]. Scenario based analysis also includes [36,14] which propose some scenarios and analyze them through simulation. ...
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The beer game is a widely used in-class game that is played in supply chain management classes to demonstrate the bullwhip effect. The game is a decentralized, multi-agent, cooperative problem that can be modeled as a serial supply chain network in which agents cooperatively attempt to minimize the total cost of the network even though each agent can only observe its own local information. Each agent chooses order quantities to replenish its stock. Under some conditions, a base-stock replenishment policy is known to be optimal. However, in a decentralized supply chain in which some agents (stages) may act irrationally (as they do in the beer game), there is no known optimal policy for an agent wishing to act optimally. We propose a machine learning algorithm, based on deep Q-networks, to optimize the replenishment decisions at a given stage. When playing alongside agents who follow a base-stock policy, our algorithm obtains near-optimal order quantities. It performs much better than a base-stock policy when the other agents use a more realistic model of human ordering behavior. Unlike most other algorithms in the literature, our algorithm does not have any limits on the beer game parameter values. Like any deep learning algorithm, training the algorithm can be computationally intensive, but this can be performed ahead of time; the algorithm executes in real time when the game is played. Moreover, we propose a transfer learning approach so that the training performed for one agent and one set of cost coefficients can be adapted quickly for other agents and costs. Our algorithm can be extended to other decentralized multi-agent cooperative games with partially observed information, which is a common type of situation in real-world supply chain problems.
... Beyond examples of navigational decision making using auditory signals, there is also evidence of sonification aiding in other types of more complex decision making. Whether it be monitoring network traffic [5] or keeping track of multiple task prioritization [6] [7], auditory display greatly enhances the user experience as a background process. Rather than distracting from the task at hand, users are simply listening for changes in their auditory background to indicate their attention is needed elsewhere. ...
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When it comes to understanding our environment, we use all our senses. Within the study and implementation of virtual environments and systems, huge advancements in the quality of visuals and graphics have been made, but when it comes to the audio in our environment, many people have been content with very basic sound information. Video games have strived towards powerful sound design, both for player immersion and information perception. Research exists showing how we can use audio sources and waypoints to navigate environments, and how we can perceive information from audio in our surroundings. This research explores using sonification of changing environmental data and environmental objects to improve user's perception of virtual spaces and navigation within simulated environments, with case studies looking at training and for remote operation of unmanned vehicles. This would also expand into how general awareness and perception of dynamic 3D environments can be improved. Our research is done using the Unity3D game engine to create a virtual environment, within which users navigate around water currents represented both visually and through sonification of their information using Csound, a C based programming language for sound and music creation.
... The above research objectives are mainly addressed through a quasi-experiment comprising two groups (59 undergraduate students), as well as several pre/post-questionnaires and tests. Mirroring the development of classical approaches taught in SCM/OM-related courses such as the Beer game and ERP simulation system (Cronan, Douglas, Alnuaimi, & Schmidt, 2011;Simchi-Levi, 1998), the proposed auction u-learning system is expected to allocate auction-related cases and problems automatically. Meanwhile, the system intends to establish the simulated auction bidding sessions in which learners can authentically participate by playing different user roles, such as auctioneer or bidder. ...
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... The BDG scenario is defined by a single-product linear supply chain, composed of four main levels: factory, distributor, wholesaler, and retailer (e.g. Kaminsky and Simchi-Levi 1998). At the beginning of each turn (a simulated week), the different levels receive the product from the previous level (material flow) and an order from the next level (information flow). ...
Chapter
The Beer Distribution Game (BDG) is a widely used experiential learning simulation game aimed at teaching the basic concepts around Supply Chain Management (SCM). The goal in this problem is to minimize inventory costs while avoiding stock-outs –hence the players face the dilemma between storage and shortage. Human players usually get confused giving rise to significant inefficiencies in the supply chain, such as the Bullwhip Effect. This research paper shows how artificial agents are capable of playing the BDG effectively. In order to solve the dilemma, we have integrated supply chain processes (i.e. a collaborative functioning) through the Drum-Buffer-Rope (DBR) methodology. This technique, from Goldratt’s Theory of Constraints (TOC), is based on bottleneck management. In comparison to traditional alternatives, results bring evidence of the great advantages induced in the BDG by the systems thinking. Both the agent-based approach and the BDG exercise have proved to be very effective in illustrating managers the underlying structure of supply chain phenomenon.
... One of the famous examples of such a setting is the beer distribution game designed by MIT (Sterman, 1989). A computerized version of this game is developed by (Kaminsky & Simchi-Levi, 1998). This game is mainly used for education purpose, but we argue that such a setting can be used to collect information about decision making parameters and behavioural attributes of the player to use as a validation reference. ...
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... Paper Game. This task replicates the MIT Beer Game in a computer setting [20] and assesses a participant's ability to make decisions in a supply chain context. The participant played the role of a retailer and had to find a balance between inventory size, orders, and revenue for the entire supply chain over the course of a simulated year. ...
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