Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions

https://doi.org/10.55214/25768484.v8i6.1703

Authors

  • Wong Chee Hoo Faculty of Business and Communications, INTI International University, Nilai, Malaysia https://orcid.org/0000-0003-0691-4463
  • Veera Pandiyan Kaliani Sundram Faculty of Business and Management, Universiti Teknologi MARA, UiTM Kampus Puncak Alam, Selangor, Malaysia
  • Ahmad Rais Mohamad Mokhtar Faculty of Business and Management, Universiti Teknologi MARA, UiTM Kampus Puncak Alam, Selangor, Malaysia
  • Natasha Dzulkalnine Faculty of Business and Management, Universiti Teknologi MARA, UiTM Kampus Puncak Alam, Selangor, Malaysia
  • Nur' Asyiqin Ramdhan Faculty of Business and Management, Universiti Teknologi MARA, Puncak Alam Campus, Selangor, Malaysia
  • Prem Chhetri RMIT University, Australia
  • Christian Wiradendi Wolor Faculty of Economics, Universitas Negeri Jakarta, Indonesia

Gamification has gained popularity in educational settings as a tool to enhance learning experiences. This research compares two well-known gamification tools, supply chain master card games and supply chain board games, in their capacity to teach supply chain management (SCM) concepts. Random sample interviews were conducted with students and employees to gather their perspectives on the games and SCM topics. The study evaluates the content delivery, level of understanding, and the advantages and disadvantages of using it for teaching and learning in a criteria table. It is aligned with the Sustainability Development Goal (SDG) 4 which is Quality Education in empowering sustainability through quality education. The findings demonstrate that gamification, including the use of these games, positively impacts the teaching and learning of supply chain management in Malaysian tertiary education. The results indicate that both the Supply Chain Card Game and the supply chain board game have significant advantages in enhancing student engagement, experiential learning, and the understanding of key SCM concepts which involve three (3) main measurements which are characteristics, content delivery, and level of understanding.  It improves student engagement, facilitates active learning, and fosters essential skill development. The recognition of gamification's potential has led to policy initiatives supporting its integration into the curriculum, aligning with the goals of learner-centered and experiential education. However, challenges remain in implementing gamified learning approaches effectively. The Malaysian government should acknowledge gamification's potential and provide support for teachers to incorporate gamification tools, including training programs, workshops, and educational resources. By addressing implementation challenges, the sustained integration of gamified learning approaches can be ensured in the Malaysian education system. This research emphasizes the significance of gamification in enhancing teaching techniques and its positive impact on student learning outcomes in the field of supply chain management.

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How to Cite

Chee Hoo, W. ., Pandiyan Kaliani Sundram, V. ., Rais Mohamad Mokhtar, A. ., Dzulkalnine, N. ., Asyiqin Ramdhan, N., Chhetri, P. ., & Wiradendi Wolor, C. . (2024). Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions. Edelweiss Applied Science and Technology, 8(6), 18–30. https://doi.org/10.55214/25768484.v8i6.1703

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Published

2024-09-16