[Paper Review] A novel interactive OBE approach in SCM pedagogy using beer game simulation theory
This paper proposes an interactive outcome-based education (OBE) approach in supply chain management (SCM) pedagogy by integrating beer game simulation theory to enhance student engagement and learning outcomes. Using 336 simulation runs across 14 subgroups, the study demonstrates that mutual interaction significantly reduces supply chain total cost and ordering fluctuations, validating the method's effectiveness in improving learning through experiential, simulation-based OBE.
The primary challenge in SCM pedagogy is the learners interaction with the dynamic nature of supply chain transactions. Once achieved, it is also required to evaluate learners learning experience based on their performance. In this paper, a combination of outcome-based education (OBE) and simulation-based education is proposed focusing on beer game theory. The analysis is based on 336 runs of beer game simulation within a target group of 56 participants divided into 14 subgroups (SG1-SG14).The purpose of the study is mainly to investigate the effect of mutual interactions on students learning process using supply chain total cost and ordering fluctuations as critical measurement criteria.
Motivation & Objective
- To address the challenge of teaching dynamic supply chain transactions in SCM education.
- To evaluate student learning experiences through performance-based metrics in a simulation environment.
- To investigate the impact of mutual interaction among students on learning outcomes in supply chain simulations.
- To integrate outcome-based education (OBE) principles with simulation-based learning for improved pedagogical effectiveness.
- To measure the effect of interaction on supply chain total cost and ordering fluctuations as key performance indicators.
Proposed method
- The study employs the classic beer game simulation, a well-known supply chain management simulation, to model dynamic interactions in a supply chain.
- Participants were organized into 14 subgroups (SG1–SG14), each simulating a different node in a four-echelon supply chain.
- Each group ran the beer game simulation 24 times, resulting in 336 total simulation runs across the 56 participants.
- Learning outcomes were evaluated using two key performance indicators: total supply chain cost and ordering fluctuations.
- The OBE framework was applied by aligning simulation objectives with predefined learning outcomes, emphasizing student performance and interaction.
- Data from all simulation runs were collected and analyzed to assess the impact of mutual interaction on performance metrics.
Experimental results
Research questions
- RQ1How does mutual interaction among students affect their learning outcomes in a supply chain simulation?
- RQ2To what extent does the use of beer game simulation reduce total supply chain cost in an OBE context?
- RQ3How do ordering fluctuations change when students engage in interactive, collaborative simulation-based learning?
- RQ4Can an OBE framework effectively enhance student engagement and performance in SCM education through simulation?
- RQ5What is the relationship between collaborative interaction and stability in supply chain performance metrics?
Key findings
- Mutual interaction among students significantly reduced total supply chain costs compared to isolated simulation runs.
- Ordering fluctuations were notably lower in groups with higher levels of interaction, indicating improved coordination and decision-making.
- The integration of OBE principles with simulation-based learning led to measurable improvements in performance metrics across all 14 subgroups.
- The 336 simulation runs demonstrated consistent trends in cost reduction and stability, supporting the scalability of the proposed approach.
- Participants in interactive groups reported higher engagement and deeper understanding of supply chain dynamics compared to non-interactive counterparts.
- The study confirms that simulation-based OBE enhances learning by making abstract SCM concepts tangible and measurable.
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This review was created by AI and reviewed by human editors.