Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions

Gamification has gained popularity in educational settings as a tool to enhance learning experiences. This research compares two well-known gamification tools, supply chain master card games and supply chain board games, in their capacity to teach supply chain management (SCM) concepts. Random sampl...

詳細記述

書誌詳細
出版年:Edelweiss Applied Science and Technology
第一著者: Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
フォーマット: 論文
言語:English
出版事項: Learning Gate 2024
オンライン・アクセス:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85216136068&doi=10.55214%2f25768484.v8i6.1703&partnerID=40&md5=7ff1443b6a69d0840367a2cf074d02d9
id 2-s2.0-85216136068
spelling 2-s2.0-85216136068
Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
2024
Edelweiss Applied Science and Technology
8
6
10.55214/25768484.v8i6.1703
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85216136068&doi=10.55214%2f25768484.v8i6.1703&partnerID=40&md5=7ff1443b6a69d0840367a2cf074d02d9
Gamification has gained popularity in educational settings as a tool to enhance learning experiences. This research compares two well-known gamification tools, supply chain master card games and supply chain board games, in their capacity to teach supply chain management (SCM) concepts. Random sample interviews were conducted with students and employees to gather their perspectives on the games and SCM topics. The study evaluates the content delivery, level of understanding, and the advantages and disadvantages of using it for teaching and learning in a criteria table. It is aligned with the Sustainability Development Goal (SDG) 4 which is Quality Education in empowering sustainability through quality education. The findings demonstrate that gamification, including the use of these games, positively impacts the teaching and learning of supply chain management in Malaysian tertiary education. The results indicate that both the Supply Chain Card Game and the supply chain board game have significant advantages in enhancing student engagement, experiential learning, and the understanding of key SCM concepts which involve three (3) main measurements which are characteristics, content delivery, and level of understanding. It improves student engagement, facilitates active learning, and fosters essential skill development. The recognition of gamification's potential has led to policy initiatives supporting its integration into the curriculum, aligning with the goals of learner-centered and experiential education. However, challenges remain in implementing gamified learning approaches effectively. The Malaysian government should acknowledge gamification's potential and provide support for teachers to incorporate gamification tools, including training programs, workshops, and educational resources. By addressing implementation challenges, the sustained integration of gamified learning approaches can be ensured in the Malaysian education system. This research emphasizes the significance of gamification in enhancing teaching techniques and its positive impact on student learning outcomes in the field of supply chain management. © 2024 by the authors; licensee Learning Gate.
Learning Gate
25768484
English
Article

author Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
spellingShingle Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
author_facet Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
author_sort Hoo W.C.; Sundram V.P.K.; Mokhtar A.R.M.; Dzulkalnine N.; Ramdhan N.A.; Chhetri P.; Wolor C.W.
title Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
title_short Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
title_full Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
title_fullStr Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
title_full_unstemmed Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
title_sort Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions
publishDate 2024
container_title Edelweiss Applied Science and Technology
container_volume 8
container_issue 6
doi_str_mv 10.55214/25768484.v8i6.1703
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85216136068&doi=10.55214%2f25768484.v8i6.1703&partnerID=40&md5=7ff1443b6a69d0840367a2cf074d02d9
description Gamification has gained popularity in educational settings as a tool to enhance learning experiences. This research compares two well-known gamification tools, supply chain master card games and supply chain board games, in their capacity to teach supply chain management (SCM) concepts. Random sample interviews were conducted with students and employees to gather their perspectives on the games and SCM topics. The study evaluates the content delivery, level of understanding, and the advantages and disadvantages of using it for teaching and learning in a criteria table. It is aligned with the Sustainability Development Goal (SDG) 4 which is Quality Education in empowering sustainability through quality education. The findings demonstrate that gamification, including the use of these games, positively impacts the teaching and learning of supply chain management in Malaysian tertiary education. The results indicate that both the Supply Chain Card Game and the supply chain board game have significant advantages in enhancing student engagement, experiential learning, and the understanding of key SCM concepts which involve three (3) main measurements which are characteristics, content delivery, and level of understanding. It improves student engagement, facilitates active learning, and fosters essential skill development. The recognition of gamification's potential has led to policy initiatives supporting its integration into the curriculum, aligning with the goals of learner-centered and experiential education. However, challenges remain in implementing gamified learning approaches effectively. The Malaysian government should acknowledge gamification's potential and provide support for teachers to incorporate gamification tools, including training programs, workshops, and educational resources. By addressing implementation challenges, the sustained integration of gamified learning approaches can be ensured in the Malaysian education system. This research emphasizes the significance of gamification in enhancing teaching techniques and its positive impact on student learning outcomes in the field of supply chain management. © 2024 by the authors; licensee Learning Gate.
publisher Learning Gate
issn 25768484
language English
format Article
accesstype
record_format scopus
collection Scopus
_version_ 1825722579742097408