000 04528nam a2200181Ia 4500
008 240920s9999 xx 000 0 und d
082 _aB TH-1034
_bSHA
100 _aShah, Chintan (UG190288)
_999128
245 0 _aGamification for last planner system (Softcopy is also available)
260 _c2024
300 _axviii,88p.
505 _aTABLE OF CONTENTS ABSTRACT i UNDERTAKING iii CERTIFICATE v ACKNOWLEDGEMENTS vii ABBREVIATIONS ix TABLE OF CONTENTS xi LIST OF FIGURES xv LIST OF TABLES xvii CHAPTER-1: Introduction 19 1.1 Need of research 20 1.2 Aim of the research 21 1.3 Research Objective 21 CHAPTER-2: Literature Review 23 2.1 Introduction 23 2.2 Different sources of Literature 23 2.3 Construction sector scenario 24 2.3.1 List of major problems faced on site 24 2.3.2 Shortage of skilled labour in the industry 25 2.4 Gamification 25 2.4.1 Key Aspects of Gamification 25 2.4.2 Impact of Gamification in the Construction Industry 25 2.4.3 List of various gamification tools 26 2.4.4 Existing gamification techniques in construction industry 27 2.4.5 Challenges Faced in implement gamification 28 2.5 Terms similar to gamification 28 2.6 Lean Construction 29 2.6.1 How was lean originated? 29 2.6.2 The need for lean construction techniques in construction 30 2.6.3 Core principles of lean construction 30 2.6.3.1 Optimize the whole 31 xii 2.6.3.2 Removal of waste 31 2.6.3.3 Focus on project and Flow 31 2.6.3.4 Generation of Value 31 2.6.3.5 Continuous improvement 31 2.6.4 Waste generated in construction 32 2.6.5 Possible types of waste in construction 32 2.6.5.1 Waste from Overproduction (Unnecessary Work): 32 2.6.5.2 Waste from Rejects (Defects/Unsatisfactory Work) 32 2.6.5.3 Waste in Transportation (Materials Movement/Conveyance) 32 2.6.5.4 Waste in Processing (Over Processing) 33 2.6.5.5 Waste from Inventory 33 2.6.5.6 Waste from Waiting (Delays). 33 2.6.5.7 Waste from Movement (Motion) 33 2.7 Various tools for lean construction 34 2.7.1.1 The 5S: For site organization 34 2.7.2 The A3: Problem analysis and actions 35 2.7.3 Value Stream Mapping (VSM): 37 2.7.4 Kanban: 38 2.7.5 For Kanban Board 38 2.7.6 Gemba Walk 38 2.7.7 Just In Time JIT 39 2.7.8 Last Planner System (LPS) 39 2.7.9 Challenges faced to implement lean construction tools: 40 2.8 Selection of Lean tool 42 2.8.1 Matrix development 42 2.8.1.1 Matrix 1: Factors affected by lean tools 42 2.8.1.2 Matrix 2 : Cases of application of gamification tool for each lean tool. 44 2.8.1.3 Conclusion 45 CHAPTER-3: Data collection 46 3.1 Understanding Last planner system 46 3.1.1 Principle of LPS 47 3.1.2 Hierarchy of planning in LPS 47 3.1.3 Approaches of LPS 48 3.1.4 Problems it mitigates on site 49 3.1.5 Benefits of LPS 49 3.1.6 Critical success factors of LPS 50 3.1.7 Challenges faced implementing LPS 50 3.1.8 Barriers in Construction Projects Within a Different Context: 50 3.2 Statistical results of barriers of LPS implementation 51 3.2.1 Challenges to sustain implementation of LPS 52 3.2.2 Critical success factors for future implementation of LPS 52 3.3 Understanding different matrices in LPS 53 3.3.1 Classification of tasks in LPS 53 3.3.2 LPS matrices 53 3.4 Effects of use of rewards in construction industry 55 3.4.1 Financial reward systems 55 3.4.2 Non-financial reward systems 56 3.4.3 Conclusion on rewards 58 CHAPTER-4: Research Methodology 60 4.1 Research Timeline 61 CHAPTER-5: Data analysis and results 64 5.1 Anticipated findings 64 5.2 Matrix Development 65 5.2.1 Matrix 3: Use of gamification tools to mitigate challenges faced in implementing LPS 65 5.2.2 Matrix 4: Use of gamification tools to sustain the motivation of participants. 67 5.3 Organisation Chart 69 5.4 Initial proposal for research: 70 5.5 Final proposal 70 5.5.1 Dashboard Design for engineers 72 xiv 5.5.2 Data calculation method 72 5.5.3 Actions against Underproductivity 74 5.5.4 Continuous learning loop approach: 74 5.5.5 Gamification tools applied 77 CHAPTER-6: Conclusions 78 REFERENCES 80 APPENDIX 84
700 _aPatel, Viranj (Guide)
890 _aIndia
891 _a2019 Batch
891 _aFaculty of Technology
891 _aFT-UG
999 _c72676
_d72676