A GAME-BASED LEARNING COURSE FOR EDUCATION ON REMANUFACTURING SUPPLY CHAINS

Matthias Kalverkamp

Abstract


Increased material demand, scarcity issues and environmental awareness foster the need of remanufacturing. Even though the theoretical foundation of closed-loop supply chains is well developed, its implementation in education and practice still lacks momentum. Special characteristics of remanufacturing, such as the complexity caused by the united role of customer and supplier and remaining supply issues, require according education on remanufacturing topics for future supply chain managers. Game-based learning (GBL) has a long tradition within management education, and is proven effective specifically for complex systems. However, there are no articles addressing the use of GBL for remanufacturing. This article is addressing this gap. Based on the challenges and educational needs it presents a curriculum on remanufacturing using a blended learning concept and adaption of an existing game.

Full Text:

PDF

References


{1} Agrawal, A. (2012), “Turn your reverse supply chain into a profit center”, available at: http://www.supplychainquarterly.com/topics/Strategy/201201reverse/ (accessed 23 July 2014).

{2} APICS (2014), Examining Remanufacturing In Supply Chain and Operations Management: Executive Summary, APICS Insights and Innovations.

{3} Baalsrud Hauge, J. (2014), “The Use of Gamebased Learning Methods for Teaching Supply Chain Management Subjects”, Journal of Advanced Distributed Learning Technology, Vol. 2 No. 5, pp. 5–15.

{4} Baalsrud Hauge, J., Bellotti, F., Nadolski, R., Berta, R. and Carvalho, M.B. (2014a), “Deploying Serious Games for Management in Higher Education. Lessons learned and good practices”, EAI Endorsed Transactions on Game-Based Learning, Vol. 1 No. 3, pp. e4.

{5} Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R., Riedel, J.C.K.H., Moreno-Ger, P., Bellotti, F., Lim, T. and Ritchie, J. (2014b), “Study Design and Data Gathering Guide for Serious Games’ Evaluation”, in Connolly, T.M., Hainey, T., Boyle, E., Baxter, G. and Moreno-Ger, P. (Eds.), Psychology, Pedagogy, and Assessment in Serious Games, Advances in Game-Based Learning (AGBL) Book Series, Information Science Reference, Hershey, Pennsylvania, pp. 394–419.

{6} Baalsrud Hauge, J. and Bratziotis, C. (2013), “Improving the Understanding of on Supply Chain Interaction among Post Graduate Students through the Application of a Business Game. A Pilot Study”, in Pawar, K.S. and Rogers, H. (Eds.), Proceedings of the 18th International Symposium on Logistics (ISL 2013): Resilient supply chains in an uncertain environment: Vienna, Austria 7-10th July 2013, Nottingham University Business School, Nottingham.

{7} Baalsrud Hauge, J. and Rust, A. (2012), “Using Serious Games for Overcoming Separation between Theory and Practice in the Education of Engineers”, in Cunningham, P. and Cunningham, M. (Eds.), eChallenges 2012: Conference, 17-19 October 2012, Lisbon, Portugal, IIMC, [S. l.].

{8} Gee, J.P. (2003), “What video games have to teach us about learning and literacy”, Computers in Entertainment, Vol. 1 No. 1, pp. 1–4.

{9} Georgiadis, P. and Athanasiou, E. (2013), “Flexible long-term capacity planning in closed-loop supply chains with remanufacturing”, European Journal of Operational Research, Vol. 225 No. 1, pp. 44–58.

{10} Gravier, M.J. and Farris, M.T. (2008), “An analysis of logistics pedagogical literature. Past and future trends in curriculum, content, and pedagogy”, Int Jrnl Logistics Management, Vol. 19 No. 2, pp. 233–253.

{11} Guide, D.R. and van Wassenhove, L. (2008), The evolution of Closed-Loop Supply Chain Research, Faculty & Research Working Paper, Fontainebleau.

{12} Jayaraman, V., Patterson, R.A. and Rolland, E. (2003), “The design of reverse distribution networks: Models and solution procedures”, European Journal of Operational Research, Vol. 150 No. 1, pp. 128–149.

{13} Kolb, A.Y. and Kolb, D.A. (2005), “Learning Styles and Learning Spaces. Enhancing Experiential Learning in Higher Education”, Academy of Management Learning & Education, Vol. 4 No. 2, pp. 193–212.

{14} Kolb, D.A. (1984), Experiential Learning: Experience as the Source of Learning and Development, Prentice-Hall, Englewood Cliffs, New Jersey.

{15} Krathwohl, D.R. (2002), “A Revision of Bloom's Taxonomy: An Overview”, Theory Into Practice, Vol. 41 No. 4, pp. 212–218.

{16} Luccini, M., LUCCINI, A.M., Mortarta, M., CATALANO, C.E. and ROMERO, M. (2012), Thematic Application fields report: Deliverable 3.2 of the Games and Learning (GaLA) Network of Excellence.

{17} Östlin, J., Sundin, E. and Björkman, M. (2009), “Product life-cycle implications for remanufacturing strategies”, Journal of Cleaner Production, Vol. 17 No. 11, pp. 999–1009.

{18} Raybourn, E.M. (2007), “Applying simulation experience design methods to creating serious game-based adaptive training systems”, Interacting with Computers, Vol. 19 No. 2, pp. 206–214.

{19} Riedel, J. and Baalsrud Hauge, J. (2011), “State of the Art of Serious Gaming for Business and Industry”, in Thoben, K.-D., Stich, V. and Imtiaz, A. (Eds.), ICE 2011: Proceedings of the 17th International Conference on Concurrent Enterprising, 20-22 June 2011, Aachen, Germany, FIR e. V. at RWTH Aachen, Aachen.

{20} Swarr, T. (2009), “Societal life cycle assessment – could you repeat the question?”, The International Journal of Life Cycle Assessment, Vol. 14 No. 4, pp. 285–289.

{21} UNEP (2013), Metal Recycling: Opportunities, Limits, Infrastructure: A Report of the Working Group on the Global Metal Flows to the International Resource Panel.

{22} Zull, J.E. (2004), “The Art of Changing the Brain”, Neurological research supports some well-known ideas about teaching, but does it suggest new – even counterintuitive – ideas?, Educational Leadership, Vol. 62 No. 1, pp. 68–72.


Refbacks

  • There are currently no refbacks.


>> JADLET is indexed by EBSCO http://www.ebscohost.com

Published by Romania Advanced Distributed Learning Partnership Lab

>>OPEN JOURNAL SYSTEM

>>How to use this site