Supply chain simulator: A scenario-based educational tool to enhance student learning

Department of Systems Engineering, King Fahd University of Petroleum and Minerals, 31261 Dhahran, Saudi Arabia
Computers & Education (Impact Factor: 2.63). 08/2008; DOI: 10.1016/j.compedu.2007.05.008
Source: DBLP

ABSTRACT Simulation-based educational products are excellent set of illustrative tools that proffer features like visualization of the dynamic behavior of a real system, etc. Such products have great efficacy in education and are known to be one of the first-rate student centered learning methodologies. These products allow students to practice skills such as critical thinking and decision-making. In this paper, a case is presented where a scenario-based e-learning product namely ‘supply chain simulator’ is developed at KFUPM for an introductory technology course. The product simulates a supply chain – a network of facilities and distribution systems that carries out the task of procurement and transformation of materials from manufacturer to customer. The product was put to test during four semesters and results of the survey conducted by the instructors and the students are presented. The results clearly suggest the benefits of using such a tool in enhancing student learning.

Download full-text


Available from: Atiq Siddiqui, Jun 23, 2015
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: In today's globalized environment, universities and business schools need to incorporate elements and tools to obtain high-performance capabilities. Curricular schooling can benefit from the usage of educational business games. We analyzed the evolution and performance of two group of students who have followed a business simulation during some academic semesters. Data from a questionnaire answered by 146 students were analysed and compared with the European Tuning Project competence ranking. The results showed that the level of generic and specific competences obtained using business games is quite high. Moreover, the study have found that the assessment of competences acquired by students with a business game is not the same in the case of on-campus students than in the case of online students, in most cases the online group values specific competences higher than the face-to-face group. Our results suggest that the use of business games and can be considered a useful tool to improve student's achievements and to foster a good level of competences.
    Computers in Human Behavior 01/2014; 30:452-459. DOI:10.1016/j.chb.2013.06.023 · 2.27 Impact Factor
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Problem-based learning through team projects and case analyses is as much an art as it is a science for business students. As novices, students frequently lack critical-thinking and problem-solving skills and consequently fall into incompetence traps that arise due to defective seeing (tunnel vision vs. blurred vision) and defective thinking (loose vs. oblivious thinking), resulting in fallacies of singularity, multiplicity, constraint neglect and context neglect. We argue that instructors, as experts, should help novice students escape from incompetence traps in a way adjusted to specific knowledge domains. We approach incompetence traps in areas of service operations as triggers of particular operational challenges and propose strategies that will help instructors teach students the art of problem solving and enhance their critical-thinking skills in business education.
    International Journal of Information and Operations Management Education 01/2013; 5(3):276 - 295. DOI:10.1504/IJIOME.2013.056002
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experiment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.
    Computers & Education 01/2012; 58(1):1-10. DOI:10.1016/j.compedu.2011.08.015 · 2.63 Impact Factor