TY - BOOK AU - Bhatnagar, Shaurya (PG180943) AU - Devkar, Ganesh (Guide) TI - Lean simulation game - exploring a perspective to study value stream mapping (Soft copy is also available) U1 - CPM TH-0363 PY - 2020/// N1 - Table of Contents ABSTRACT i UNDERTAKINGiii CERTIFICATE v ACKNOWLEDGEMENTS vii LIST OF ABBREVIATION ix TABLE OF CONTENTS xi LIST OF FIGURES xv LIST OF TABLES xvii CHAPTER-1: INTRODUCTION 1 1.1 Introduction 1 1.2 Need of Study 1 1.3 Objectives of research study4 1.4 Scope of the work 5 1.5 Research Methodology 5 1.6 Significance and contribution of the research 7 1.7 Schedule: Timeline of Activities 8 CHAPTER-2: LITERATURE REVIEW 9 2.1 Introduction to Lean 9 2.2 Solution ?? – Introduction of Value Stream Mapping (VSM) 9 2.3 Important Glossary of Value Stream Mapping 11 2.4 Need for teaching – “Simulation Games: A new way of understanding” 11 2.5 Understanding Simulation Game 13 2.6 Types of Simulation based Learning 14 2.6.1 Simulation 14 2.6.2 Game 14 2.6.3 Simulation Game15 2.7 Classification of games 16 2.7.1 Delivery Formats16 2.7.2 Interaction Style 18 2.7.3 Learning Outcomes 18 2.7.4 Number of Players 19 xii 2.7.5 Application Areas 19 2.7.6 Adaptability 20 2.7.7 Portability 20 2.8 Structure of game 21 2.9 Characteristics of Game 21 2.10 Designing of Game: 22 2.10.1 Need of Knowledge prior to designing of Game 22 2.10.2 Methodologies for designing “Simulation Game” 23 2.11 Existing games 25 2.12 Research Gap 26 CHAPTER-3: RESEARCH METHODOLOGY 27 3.1 Introduction 27 3.2 Selection of Methodology 27 3.3 Phase-wise description 29 3.3.1 Literature review 29 3.3.2 System Analysis 29 3.3.3 Formation of Sub testing group 30 3.3.4 Game Prototype design 30 3.3.5 Internal testing and validation of Game prototype 31 3.3.6 External testing and analysis 31 3.4 Research Methodology flowchart 31 CHAPTER-4: DATA COLLECTION 33 4.1 Introduction 33 4.2 Supply Side34 4.2.1 What is supply side? 34 4.2.2 What is asked and how is asked-Supply side? 34 4.2.3 Who are contacted- Supply Side? 37 4.2.4 Characteristics of Interviewee 38 4.2.5 Protocol of the interview session 39 4.2.6 Mapping of themes-Supply side 39 4.3 Demand Side 40 4.3.1 What is demand side? 40 4.3.2 What is asked and how is asked-Demand Side? 41 4.3.3 Who are contacted-Demand Side? 42 xiii 4.3.4 Mapping of themes-Demand Side 42 CHAPTER-5: DATA ANALYSIS AND RESULTS 45 5.1 Introduction 45 5.2 Procedure of coding and thematic analysis: 46 5.3 Data analysis and interpretation - Supply Side 47 5.3.1 Audience to be targeted 47 5.3.2 Suggested time duration of the game 48 5.3.3 Size of the group 48 5.3.4 Existing source of learning for VSM 49 5.3.5 Existing Teaching methodology adopted 50 5.3.6 Alternative Teaching mechanism 51 5.3.7 Content to be included in the game 52 5.3.8 Supporting concepts to be included in the game 54 5.3.9 Use of prominent examples 55 5.3.10 Wastes discussed 56 5.3.11 Characteristics for selection of activity 57 5.3.12 Barriers faced in the transformation of knowledge of VSM 58 5.3.13 Requirements to be included in game for better learner’s participation 59 5.3.14 Feedback and Assessment system60 5.3.15 Effectiveness of VSM in the training programme 62 5.3.16 Defining VSM as a tool through lens in Indian construction industry: 63 5.4 Data analysis and interpretation - Demand Side 64 5.4.1 Performance of scope of activity on sites 64 5.4.2 Problem Statement Matrix 66 5.4.3 Understanding the system and their knowledge on waste 66 5.5 Summary 71 5.6 Game Design 72 5.6.1 Number of Rounds 72 5.6.2 Design Prototype 73 5.6.3 Material Required 73 5.6.4 Description of team member’s required-Roles and Scenario 76 5.7 General Rules 76 5.7.1 Important points 76 5.7.2 Specification card 78 xiv 5.7.3 Format Card 78 5.7.4 Accounting system 79 5.8 Round 1 80 5.8.1 Room set up and material preparation 80 5.8.2 Rules for Round-1. 82 5.8.3 Explanation for the process design –Round 1 84 5.9 Round 2 85 5.9.1 Rules for Round 2 85 5.9.2 Explanation for the process design –Round 2 87 5.10 Round 3 87 5.10.1 Rules for Round 3 87 5.10.2 Explanation for the process design –Round 3 89 5.11 Testing of Game 89 5.11.1 Internal Testing – Round 189 5.11.2 Internal Testing - Round 2 92 5.11.3 Internal Testing - Round 3 95 5.11.4 Expert validation 98 5.12 Debriefing and assessment 99 CHAPTER-6: CONCLUSION101 6.1.1 Limitation and Future scope 102 REFERENCES103 APPENDIX 107 Appendix 1: Barriers for implementation of lean 107 Appendix 2: Classification chart for identifying different simulation games 111 Appendix 3: Analysis of existing games as per their engagement in Lean principles 112 Appendix 4: Classification of prominent games as per proposed taxonomy 114 Appendix 5: Interview Transcripts-Supply side 115 Appendix 6: Interview transcripts-Case study 1 (Demand Side) 151 Appendix 7: Interview transcripts-Case study 2 (Demand Side) 155 Appendix 8: Problem Statement Matrix 160 Appendix 9: Lead Time Simulation Time Graph-Round 1 166 Appendix 10: Lead Time Simulation Time Graph-Round 2 167 Appendix 11: Lead Time Simulation Time Graph-Round 3 168 ER -