Revolutionizing Education in Operations Management: Using Gamification to Boost Operational Efficiency and Supply Chain Management
In recent years, educational paradigms have shifted significantly from traditional teacher-centered models to more dynamic, student-centered approaches. This transition is particularly vital in teaching complex subjects like operations and supply chain management (OSCM), where real-world applications and interactive learning are crucial. However, many educational institutions still struggle to engage students effectively and enhance their practical understanding. This study employs a pedagogical action research methodology, utilizing a gamified simulation-based teaching approach in an Introduction to Operations and Supply Chain Management course. The methodology involves iterative cycles of collaborative work where students analyze real-world scenarios, focusing on key OSCM concepts such as demand forecasting, inventory management, and supply chain collaboration. The results of this educational innovation were highly positive, demonstrating continuous improvements in learning outcomes with each iteration. Students showed significant gains in forecast accuracy, inventory management, and resource utilization. Notably, the forecast error decreased from 17% to 10%, retained inventory dropped from 21% to 11%, and resource utilization increased from 69% to 86%. Financial performance metrics also showed substantial improvement, reflecting the practical application of theoretical knowledge. In conclusion, integrating gamification into OSCM education enhances the theoretical and practical understanding, enriching the educational experience. This approach not only improves key operational metrics but also develops essential professional skills such as teamwork, leadership, and critical thinking. The positive outcomes of this study suggest that such methodologies can be effectively scaled and applied to other disciplines, advancing educational practices and better preparing students for real-world challenges.
Authors
- Cristian Saavedra-Acuna (ORCID: https://orcid.org/0000-0001-8680-3143)
- Mónica Quezada-Espinoza (ORCID: https://orcid.org/0000-0002-0383-0179)
- J.M. Cleveland
Institutions
- Universidad Andrés Bello (CL)
- University of Auckland (NZ)
Publication Details
- Published
- 2025-01-28
- DOI
- https://doi.org/10.1109/ife63672.2025.11024770
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00