By M. Uretsky (auth.), Riitta Smeds, Jens O. Riis (eds.)
This booklet is predicated at the displays on the 3rd Workshop on video games in creation administration, the consequences of video games on constructing construction administration, held in Espoo, Finland, June 27-29, 1997. The workshop used to be equipped via the specific curiosity staff on video games of IFIP operating staff 5.7, that is coordinated by means of Professor Jens Riis. The designated curiosity workforce goals to reinforce studying in creation administration in academia and in undefined, during the improvement, software and examine of simulation video games. at the moment, the unique curiosity staff is constructing a list of video games in construction administration, so that it will be on hand on the web. the 2 past workshops of the specific curiosity crew have been held in Aalborg and in Sf/lnderborg, and a workshop and exhibition of simulation video games was once prepared in reference to the APMS '96 convention in Kyoto in November 1996. In those workshops, numerous simulation video games were provided, experimented, and mentioned, and studies exchanged. accordingly, a community of researchers and academics drawn to video games has been created. The 3rd workshop with individuals from ten nations extra accelerated and reinforced the community, and created rules for capability joint learn tasks in simulation for studying in construction administration. The workshop used to be subsidized through the IFIP operating crew 5.7 on machine Aided construction administration platforms, Helsinki collage of know-how, the Finnish Graduate university of business administration, and the town of Espoo, which we gratefully acknowledge.
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Additional resources for Experimental Learning in Production Management: IFIP TC5 / WG5.7 Third Workshop on Games in Production Management: The effects of games on developing production management 27–29 June 1997, Espoo, Finland
7 International Conference APMS '96, Kyoto, Japan 4-6 November, 1996, 267-272. Haho, P. and Smeds, R. (1997) The Softmatch Method: Enterprise Transformation through Simulation Games, in The Simulation and Gaming Yearbook, Volume 5, Games and Simulations for Business (ed. D. Saundes and M. Vartiainen), Kogan Page, London . , Laine, K. and Gustafsson, B. (1997) The Softmatch Method. Management of Business Process Development Projects using Simulation Games. Process Developer's manual. I. R. E. S.
After the development teams finished their tasks, the planning group of the project made an action plan for the near future. The plan was presented to the development manager, the owner of the R&D process. The researcher evaluated the development project by interviewing some of the participants one month after the second game. According to the interviews there were a lot of expectations about development action. Some people (workers, foremen) were a little disappointed not much has happened from their point of view.
All the people interviewed thought that the simulation game as a development method was a very good and interesting way to go through work processes and bring up related issues. 3. THE PRINTING HOUSE CASE The case study was done in one part of a large printing house. This part was specialized in serving customers who needed leaflets, business cards or transparencies printed quickly. Around 25 were employed at this "express" press in 1995. 1. Objectives The first aim of the project was to train employees to understand the whole orderdelivery process.
Experimental Learning in Production Management: IFIP TC5 / WG5.7 Third Workshop on Games in Production Management: The effects of games on developing production management 27–29 June 1997, Espoo, Finland by M. Uretsky (auth.), Riitta Smeds, Jens O. Riis (eds.)