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Using an Online Factory Simulator in OM Courses: Experiences in the CSU System

Using an Online Factory Simulator in OM Courses: Experiences in the CSU System. Samuel C. Wood Responsive Learning Technologies. CSU-POM 2005 Annual Meeting . Outline. Overview Tracing One Team at Cal State Northridge Aggregate Data from the Same Game Student Feedback from SFSU.

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Using an Online Factory Simulator in OM Courses: Experiences in the CSU System

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  1. Using an Online Factory Simulator in OM Courses:Experiences in the CSU System Samuel C. Wood Responsive Learning Technologies CSU-POM 2005 Annual Meeting

  2. Outline • Overview • Tracing One Team at Cal State Northridge • Aggregate Data from the Same Game • Student Feedback from SFSU

  3. Assignment Summary • Student teams manage a simulated factory by buying and selling equipment and changing operating parameters. Each student team manages their own factory which runs 24 hours a day / 7 days a week. The factory is accessed from a web site. The objective is to maximize cash position. At any time during the assignment, students can check their cash position compared to all the other teams’. • Students get: • A 5-page note describing the simulator • One or two assignments providing additional details. • Students are graded on: • A memo after each assignment describing what the team did, why, and what they should have done.

  4. The Factory Plot completed job count, lead time, revenue per job Plot raw materials; set order point and quantity Plot job arrivals and jobs waiting for materials; set contract Plot queue lengths Plot Utilization; Buy machines

  5. Pedagogical Objectives • Provide a context for lessons in class • Every student has managed a queuing network • Every student has managed a stock replenishment system • Motivate learning • Ranking data provides constant assessment of student performance • Competition fuels interest in course subject material • Develop a set of target skills • Capacity and lead time management, forecasting, inventory control, etc. • Diagnosis and management of complex networks with queuing, capacity constraints, and stock replenishment • Relate operational performance to financial performance

  6. Recent History: Number of students using LT in the previous five academic years 28 schools in 10 countries 25 schools in 7 countries Number of Students 16 schools in 4 countries 7 schools in2 countries 5 schools in2 countries

  7. Littlefield Technologies in the CSU System San Francisco State University: • MBA OM Course in Spring 2004: 40 students • Undergrad OM Course in Fall 2004: 130 students • Both courses this term California State University at Northridge: • OM Course in Fall 2004: 18 students • Undergrad OM course Jan 2005: 30 students

  8. Example from January 2005:An undergrad OM Courseat Cal State Northridge • Second of two assignments – 1 week long • Reduce queueing to meet most lucrative contract • Capacity must be added • Reorder point must be increased • Second-order effect: EOQ • Manage end-of-life inventory

  9. Team “greenhoppers”

  10. Greenhoppers: Initial Analysis Day 85: 20 minutes of downloading and analysis Day 50: Game begins Days 90 and 91: Login a couple times over 90 minutes. More downloading and analysis, equipment purchases, contract change, inventory parameter changes but not enough to avoid stockouts Day 64: Spend 5 minutes checking utilizations, queues, and inventory

  11. Greenhoppers: A Learning Event! Days 125 – 126: After 15 minutes of checking other plots, a huge stockout is detected. Inventory data is downloaded and soon afterwards reorder point is changed 6 times over 5 minutes, eventually settling on an appropriate safety stock. Over the next hour they check back a couple times to view the damage, but do not make further interventions, which is correct Days 91 to 125: Another half-dozen logins, each around 10 minutes, checking the factory, adding one more machine, and fiddling with inventory parameters

  12. Greenhoppers:The Rest of the Game Days 130 to 218: Over the next 4 days, the team logs in about 80 times. The logins are typically less than 5 minutes, plotting a few key parameters like lead time and inventory, and checking standing. Order quantity is increased somewhat, to about half the EOQ.

  13. Greenhopper’s Login Activity Virtually all decisions made during this interval

  14. All 11 Teams: Activity Level During the Week

  15. All 11 Teams: Data Downloads

  16. Does Activity Translate To Performance?Total Logins versus Final Rank

  17. Formal Student Feedback:Undergrad OM Course at SFSU* The students were also given the opportunity to write comments. Most comments were positive about their experience with the simulations. Some of the students use the word “fun” to describe their experience with the game. A few students criticized the $20 cost of the game. * Courtesy of Professor Julia Miyaoka

  18. The Adoption Process • Faculty requests packet and free trial account from info@responsive.net for evaluation • Approximate dates, student counts and billing address e-mailed to receive course account • Pricing is per student • Price typically passed on to students through course reader or directly through bookstore

  19. Summary • Littlefield Technologies is a web-based competitive simulator • Competition, made possible by being online, is apparently important • Learning is apparently taking place: “Ah Ha” events mixed with long-run skill acquisition and refinement • Students value the experience

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