Gamification for last planner system (Softcopy is also available) (Record no. 72676)
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000 -LEADER | |
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fixed length control field | 04528nam a2200181Ia 4500 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240920s9999 xx 000 0 und d |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | B TH-1034 |
Item number | SHA |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Shah, Chintan (UG190288) |
245 #0 - TITLE STATEMENT | |
Title | Gamification for last planner system (Softcopy is also available) |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
Date of publication, distribution, etc | 2024 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | xviii,88p. |
505 ## - FORMATTED CONTENTS NOTE | |
Formatted contents note | TABLE OF CONTENTS <br/>ABSTRACT i <br/>UNDERTAKING iii <br/>CERTIFICATE v <br/>ACKNOWLEDGEMENTS vii <br/>ABBREVIATIONS ix <br/>TABLE OF CONTENTS xi <br/>LIST OF FIGURES xv <br/>LIST OF TABLES xvii <br/>CHAPTER-1: Introduction 19 <br/>1.1 Need of research 20 <br/>1.2 Aim of the research 21 <br/>1.3 Research Objective 21 <br/>CHAPTER-2: Literature Review 23 <br/>2.1 Introduction 23 <br/>2.2 Different sources of Literature 23 <br/>2.3 Construction sector scenario 24 <br/>2.3.1 List of major problems faced on site 24 <br/>2.3.2 Shortage of skilled labour in the industry 25 <br/>2.4 Gamification 25 <br/>2.4.1 Key Aspects of Gamification 25 <br/>2.4.2 Impact of Gamification in the Construction Industry 25 <br/>2.4.3 List of various gamification tools 26 <br/>2.4.4 Existing gamification techniques in construction industry 27 <br/>2.4.5 Challenges Faced in implement gamification 28 <br/>2.5 Terms similar to gamification 28 <br/>2.6 Lean Construction 29 <br/>2.6.1 How was lean originated? 29 <br/>2.6.2 The need for lean construction techniques in construction 30 <br/>2.6.3 Core principles of lean construction 30 <br/>2.6.3.1 Optimize the whole 31 xii <br/>2.6.3.2 Removal of waste 31 <br/>2.6.3.3 Focus on project and Flow 31 <br/>2.6.3.4 Generation of Value 31 <br/>2.6.3.5 Continuous improvement 31 <br/>2.6.4 Waste generated in construction 32 <br/>2.6.5 Possible types of waste in construction 32 <br/>2.6.5.1 Waste from Overproduction (Unnecessary Work): 32 <br/>2.6.5.2 Waste from Rejects (Defects/Unsatisfactory Work) 32 <br/>2.6.5.3 Waste in Transportation (Materials Movement/Conveyance) 32 <br/>2.6.5.4 Waste in Processing (Over Processing) 33 <br/>2.6.5.5 Waste from Inventory 33 <br/>2.6.5.6 Waste from Waiting (Delays). 33 <br/>2.6.5.7 Waste from Movement (Motion) 33 <br/>2.7 Various tools for lean construction 34 <br/>2.7.1.1 The 5S: For site organization 34 <br/>2.7.2 The A3: Problem analysis and actions 35 <br/>2.7.3 Value Stream Mapping (VSM): 37 <br/>2.7.4 Kanban: 38 <br/>2.7.5 For Kanban Board 38 <br/>2.7.6 Gemba Walk 38 <br/>2.7.7 Just In Time JIT 39 <br/>2.7.8 Last Planner System (LPS) 39 <br/>2.7.9 Challenges faced to implement lean construction tools: 40 <br/>2.8 Selection of Lean tool 42 <br/>2.8.1 Matrix development 42 <br/>2.8.1.1 Matrix 1: Factors affected by lean tools 42 <br/>2.8.1.2 Matrix 2 : Cases of application of gamification tool for each lean tool. 44 <br/>2.8.1.3 Conclusion 45 <br/>CHAPTER-3: Data collection 46 <br/>3.1 Understanding Last planner system 46 <br/>3.1.1 Principle of LPS 47 <br/>3.1.2 Hierarchy of planning in LPS 47 <br/>3.1.3 Approaches of LPS 48 <br/>3.1.4 Problems it mitigates on site 49 <br/>3.1.5 Benefits of LPS 49 <br/>3.1.6 Critical success factors of LPS 50 <br/>3.1.7 Challenges faced implementing LPS 50 <br/>3.1.8 Barriers in Construction Projects Within a Different Context: 50 <br/>3.2 Statistical results of barriers of LPS implementation 51 <br/>3.2.1 Challenges to sustain implementation of LPS 52 <br/>3.2.2 Critical success factors for future implementation of LPS 52 <br/>3.3 Understanding different matrices in LPS 53 <br/>3.3.1 Classification of tasks in LPS 53 <br/>3.3.2 LPS matrices 53 <br/>3.4 Effects of use of rewards in construction industry 55 <br/>3.4.1 Financial reward systems 55 <br/>3.4.2 Non-financial reward systems 56 <br/>3.4.3 Conclusion on rewards 58 <br/>CHAPTER-4: Research Methodology 60 <br/>4.1 Research Timeline 61 <br/>CHAPTER-5: Data analysis and results 64 <br/>5.1 Anticipated findings 64 <br/>5.2 Matrix Development 65 <br/>5.2.1 Matrix 3: Use of gamification tools to mitigate challenges faced in implementing LPS 65 <br/>5.2.2 Matrix 4: Use of gamification tools to sustain the motivation of participants. 67 <br/>5.3 Organisation Chart 69 <br/>5.4 Initial proposal for research: 70 <br/>5.5 Final proposal 70 <br/>5.5.1 Dashboard Design for engineers 72 xiv <br/>5.5.2 Data calculation method 72 <br/>5.5.3 Actions against Underproductivity 74 <br/>5.5.4 Continuous learning loop approach: 74 <br/>5.5.5 Gamification tools applied 77 <br/>CHAPTER-6: Conclusions 78 <br/>REFERENCES 80 <br/>APPENDIX 84<br/><br/><br/><br/><br/><br/><br/> |
700 ## - ADDED ENTRY--PERSONAL NAME | |
Personal name | Patel, Viranj (Guide) |
890 ## - Country | |
Country | India |
891 ## - Topic | |
Topic | 2019 Batch |
891 ## - Topic | |
Topic | Faculty of Technology |
891 ## - Topic | |
Topic | FT-UG |
Withdrawn status | Lost status | Damaged status | Not for loan | Collection code | Withdrawn status | Home library | Current library | Shelving location | Date acquired | Full call number | Barcode | Date last seen | Price effective from | Koha item type |
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Not For Loan | Faculty of Technology | CEPT Library | CEPT Library | Processing Center | 20/09/2024 | B TH-1034 SHA | 026764 | 20/09/2024 | 20/09/2024 | Thesis |