
Lemonade Tycoon New York Edition 2 serial key or number
Lemonade Tycoon New York Edition 2 serial key or number
The Lean Lemonade Tycoon 2
Simulation & Gaming
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A Simulation of Lean Manufacturing: TheLeanLemonadeTycoon 2
Lisa B. Ncube
Simulation Gaming 2010 41: 568 originally published online 27 April 2009
DOI: 10.1177/1046878109334336
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A Simulation of Lean
Manufacturing: TheLean
LemonadeTycoon 2
Lisa B. Ncube 1
Simulation & Gaming
41(4) 568 –586
© 2010 SAGE Publications
Reprints and permission: http://www.
sagepub.com/journalsPermissions.nav
DOI: 10.1177/1046878109334336
http://sg.sagepub.com
Abstract
This article discusses the functions and effectiveness of games and simulations in
the learning processes, in particular as an experiential learning methodology. The
application of the game LemonadeTycoon in the development of lean manufacturing
concepts is described. This article addresses the use of the game to teach the
principles of lean enterprise, including zero waiting time, zero inventory, scheduling,
internal customer pull instead of push system, batch to flow, cut batch sizes, line
balancing, and cut actual process times. Other outcomes of learning such as promoting
communication and interaction, facilitating cooperative learning, encouraging peer
learning and fostering teamwork are also discussed. Games and simulations are
relevant in all of the four learning phases of experiential learning and have a very
positive impact on the learning and future application of lean manufacturing principles.
Games are especially relevant in the generalization and application phases by helping
shift learner’s personal paradigms.
Keywords
batch to flow, cut batch sizes, experiential learning, games, internal customer pull
instead of push system, lean manufacturing, LemonadeTycoon, line balancing, phases
of experiential learning, principles of lean enterprise, scheduling, simulation, zero
inventory, zero waiting time
Games and simulations in the academic environment seem to evoke mixed reactions.
On one hand, many are concerned about the effectiveness of the games and simulations
in developing learning concepts (Ruben, 1999). On the other hand, it seems that
some games or simulations, such as the popular SimCity series, have been found to be
quite instructive but not able to sustain the interest of learners (Adams, 1998).
Interest in simulations and computer games by educators has been on the increase
in recent years, and there may be several reasons for this academic interest. First, there
1 Purdue University, Indiana, USA
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Ncube 569
has been an increasing shift from didactic teacher-centered lecture-based instruction
to more learner-centered modes of instruction that emphasize active learner roles
(Garris, Ahlers, & Driskell, 2002). These new interactive technologies have provided
opportunities to create learning environments that actively involve students in concept
development, collaborative and cooperative learning, skill development, and problem
solving. Secondly, games and simulations have been shown to be effective tools for
enhancing the learning and understanding of complex concepts (Cordova & Lepper,
1996). Lastly, the vast majority of students entering college and the workforce for the
first time belong to Generation Y or the Net Generation, also called the dot.com generation.
For this aptly named generation, games and simulations provide an enormously
compelling and rewarding experience. The challenge for educators is to exploit the
motivational factors of games and simulations while facilitating learning and accomplishing
instructional objectives (Garris et al., 2002).
Defining Games and Simulations
There is no consensus for the definitions of games and simulations. Simulations have
been defined by some as representations of some real-world phenomenon or imitations
of a system, process, or environment that can also take on some aspects of reality for
players or participants (Crookall & Saunders, 1989; Forsen-Nyberg & Haramaki, 1998).
Key features of simulations include real-world representations systems, rules and strategies
that allow simulation activity to develop, and a low-risk or risk-free learning
environment that protects participants from the consequences of mistakes (Connolly &
Stansfield, 2007). In contrast, games do not represent any real-world phenomenon or
system; the game is the end in itself. Like simulations, games also contain rules and
strategies, and while the risks taken in a game may result in negative consequences, they
are still contained within the game world (Crookall, Oxford, & Saunders, 1987).
A game is an activity that is voluntary and enjoyable, separate from the real world,
uncertain, unproductive in that the activity does not produce any goods of external
value, and governed by rules (Garris et al., 2002). While generally games and simulations
are considered similar in many respects, it is important to remember that the key
distinction is that simulations propose to represent reality, whereas games do not. This
is an important distinction to take into account when considering the desired learning
outcomes for participants.
Effectiveness of Games and Simulations
Studies have shown that incorporating games into instruction leads to improved
learning (Ricci, Salas, & Cannon-Bowers, 1996). For example, including a variable
payoff schedule into a simulation game was found to lead to increased risk
taking among participants, which resulted in greater persistence on the task and
improved performance. Instruction that included games enhanced participant
motivation, leading to greater attention to training content and greater retention
(Ricci et al., 1996).
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570 Simulation & Gaming 41(4)
Simulations enrich the learning experience by providing a multimedia, interactive,
and collaborative environment. Simulations enhance the understanding of strategic
management and marketing concepts; they effectively promote cognitive learning and
strengthen certain kinds of learning but not all. DeKanter (2006) suggests that when
matched with the appropriate content, multiplayer games offer a three-dimensional
learning construct. In this learning environment, there are teacher-participant and
participant-participant interactions with the entire classroom discussing the causes
and effects of a game scenario. The characteristics of instructional games and simulations
are closely aligned to the theoretical principals of constructivism:
1. Relate learning activities to a larger task or problem.
2. Support the participants in developing ownership of problem or task.
3. Tasks should be authentic.
4. Tasks and the learning environment should reflect the complexity of the real
world.
5. Provide the participants with opportunities to own the solution development
process.
6. Learning environment should support and challenge the learner’s thinking.
7. Allow for testing ideas against alternative views and alternative contexts.
8. Provide opportunity for reflection on both the content learned and the learning
process (DeKanter, 2006).
Figure 1 shows a constructivist learning model (DeKanter, 2006) illustrating the
interconnectedness of these elements.
Simulations, Games, and Experiential Learning
Instructional games and simulations by virtue are experiential learning activities. The
experiential learning cycle developed by Kolb (1984) provides a framework for contextualizing
instructional games and simulations. There are four steps inside the cycle and
three steps that involve getting into and out of the cycle. To begin every session, the
instructor must set the climate and focus participant attention. Without this, participants
may not understand the purpose of the game or simulation. Depending on the design,
deductive or inductive, the instructor may introduce the goals at the beginning or end of
the session or both. However, it is important to inform participants of the goals and objectives
of the game or simulation. Finally, the instructor must bring closure to the session by
debriefing, tying concepts together, and advising participants of subsequent activities.
The experiential learning cycle, shown in Figure 2, has four parts inside the cycle
outlined below (Kolb, 1984):
experience: the activity phase
processing: sharing reactions and observations; discussing patterns and dynamics
generalizing: developing real-world principles
applying: planning effective use of learning
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Figure 1. Constructivist Learning Model (Dekanter, 2006)
Climate Setting
Closure
Goals
Goals
Application
Planning more
effective
Post training
behavior
Experience
Activity, Doing
ELC
Description of LemonadeTycoon 2: The Game
Process
Sharing,
comparing
processing,
reflecting
NOW WHAT WHAT
Figure 2. Experiential Learning Cycle (Kolb 1984)
Generalization
Drawing conclusions,
Identifying general
principles
SO WHAT
The objective of LemonadeTycoon 2 was to provide students with a significant
learning experience involving concrete industrial and business situations, allowing
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572 Simulation & Gaming 41(4)
them to bridge the gap between content and the academic environment and the real
world. The team approach was used, and team members were allowed a specific
period to develop a strategy for the business venture involving the sale of a manufactured
product—lemonade.
The appeal of LemonadeTycoon 2, New York edition lies in its simplicity, requiring
the players to make a host of decisions and allowing them to easily explore the
impact of their choices. LemonadeTycoon 2 has three game play modes: Time Challenge,
Money Challenge, and Career. In the Time Challenge mode, players try to
make as much money as they can within a time limit that they decide on at the start of
the game. In Money Challenge, the main objective is to play until the money limit set
at the start is reached. The Time Challenge and Money Challenge modes feature similar
game plays, because players have to meet an objective. The third mode is the Career,
which is an open-ended game focused on building a thriving and sustainable business.
The Career mode of the game allows players to compete with the game itself, without
worrying about whether or not they can finish before time runs out. The game spans
different districts of New York (Tycoon Games Review.com).
Starting LemonadeTycoon 2 players have an option of following the walkthrough
or playing by themselves. Players start with a free lemonade stand in the Bronx and
$500 (see Figure 3). Then, they choose a recipe for lemonade, purchase supplies, and
set the price per cup of the lemonade.
The day starts with the opening of the lemonade stand and customers coming to
buy lemonade. When business picks up, players can hire employees and invest in
calculators, advertising, and other upgrades (Adams, 1998). Players have to make
sure they have enough stock and that their recipe takes into account the weather
report for the next day. The weather plays a big role in the success, and learning what
customers like is a part of that success (Tycoon Games Review.com). Players control
their marketing budget, stock levels, recipes, and prices. They can also upgrade their
stand with items that speed transactions, draw more patrons, or keep people in line
longer. The game can be speeded up by fast-forwarding or skipping straight to the
evening to check receipts, track the company’s profits and losses, order stock for
the following day, and more.
Players start small, focusing on the basics. LemonadeTycoon 2 is a business simulation
for uncertain times (Cohen, 2005). Beginning with a small stand on a street
corner, players buy supplies, mix up a batch of lemonade, and sell lemonade. If their
price is too high, the line is too long, or the recipe is unappealing, customers disappear
and players are stuck with melted ice and spoiled lemons (Spence, 2003). The animations
of customers ambling by and issuing thought balloons are quite fascinating.
LemonadeTycoon 2 as simulation can be very interesting and educational. Not only
must players set the right price and buy appropriate supplies, they have to contend with
the weather, market awareness, demographics, and advertising issues. TheLemonade
Stock Exchange even allows players to share scores with other LemonadeTycoon
2 players online (Spence, 2003).
Although the program is primarily designed for pleasure and contains a number of
gross simplifications of manufacturing and venture capitalism, it provides a teaching
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Ncube 573
Figure 3. Screenshot of Times Square Stand
tool with special strengths when placed in the context of other modes of business and
industrial manufacturing instruction (Marc, 1995). These strengths include the ability
to represent attractively a complex system, as well as great flexibility in scale of representation,
coordinated representation of pattern and process, a pedagogical environment
which is conducive to critique of familiar industrial and business patterns and
processes, and a hint of the complexity of issues facing business people and manufacturers
(Marc, 1995).
As a management or business game, LemonadeTycoon 2 qualifies very well as a
simulation. Not only does it reflect reality and promote social communication, but it
also allows for the evaluation of reality with self-evaluation and reflection (Kryukov
& Kryukova, 1986; Wall & Ahmed, 2008). Simulation is a flexible tool that allows the
visualization and quantification of technological as well as operational changes in
processes for the decision maker (Washbush & Gosen, 2001). LemonadeTycoon
while simple to play, still puts players into complex realistic situations. It also has the
added advantage of being flexible and adaptable and can be applied to a variety of
other management and business contexts, including marketing, decision making, and
forecasting among others.
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574 Simulation & Gaming 41(4)
Facilitating the Learning of Lean Manufacturing Principles
Teams played the LemonadeTycoon game as an approach to learning lean manufacturing.
The goals of this exercise were to apply lean manufacturing concepts and
throughput time using the pull system to explain and illustrate the concepts of push and
pull (kanban), bottleneck, cycle time, and idle time, The game did not effectively illustrate
other lean principles, including line balance and worker behavior in an operational
setting. Lean is more than just cutting costs in the factory. One crucial insight was that
most costs were assigned when a product was designed (Yazici, 2006). Good organizational
management principles required the development and review checklists to review
product designs. Key lean manufacturing principles learned included the following:
• Pull processing: Products are pulled from the consumer end (demand), not
pushed from the production end (supply).
• Perfect first-time quality: This refers to a quest for zero defects, revealing
and solving problems at the source.
• Waste minimization: Eliminate all activities that do not add value and safety
nets, and maximize the use of scarce resources (capital, people, and land).
• Continuous improvement: Reduce costs, improve quality, and increase productivity
and information sharing.
• Flexibility: Produce different mixes or greater diversity of products quickly,
without sacrificing efficiency at lower volumes of production.
• Build and maintain a long-term relationship with suppliers through collaborative
risk sharing, cost sharing, and information sharing arrangements
(Carlino & Flinchbaugh, 2005; Yazici, 2006).
Lean production is aimed at the elimination of waste in every area of production,
including customer relations, product design, supplier networks, and factory management.
Its goal is to incorporate less human effort, less inventory, less time to develop products,
and less space to become highly responsive to customer demand while producing top
quality products in the most efficient and economical manner possible.
Lean manufacturing is a management philosophy focusing on reduction of seven
resources that are commonly wasted, to improve customer value (Carlino & Flinchbaugh,
2005; Ohno, 1988). Technically, there are now nine “deadly wastes”:
• Defects: Defective products and quality defects are unacceptable to the customer.
The effort involved in inspecting for and fixing defects results in
wasted time, energy, and resources.
• Overproduction: Making more than what is needed or making it earlier than
needed results in excess products; these are wasted when they are not sold to
the customer.
• Transportation/Conveyance: Moving products farther than is minimally
required results in unnecessary movement, which is costly as it has no added
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Ncube 575
value. Every time a product is moved, there is chance that it will be damaged,
lost, or delayed.
• Waiting: This refers to products waiting on the next production step or people
waiting for work to do. Time spent waiting for resources to arrive, queuing
products to empty, and delayed delivery to the customer is waste.
• Inventory: Raw materials, work-in-progress, or finished goods that are not
being actively processed to add value are waste as they represent a capital
outlay that has not yet produced an income either by the producer or for
the consumer. Having more inventory than is minimally required results in
waste.
• Motion: People moving or walking more than minimally required is a waste.
Movement by the worker or equipment has significance to damage, wear,
and safety.
• Overprocessing: The use of more costly resources than necessary or adding
unnecessary features not needed by the customer represents the seventh form
of waste. Overprocessing relates to standalone processes that are not linked
to upstream or downstream processes.
• Safety: Unsafe work areas create lost work hours and expenses, which results
in waste.
• Information: The age of electronic information and enterprise resource planning
systems requires current/correct master data details (Carlino & Flinchbaugh,
2005; Mejabi, 2003; Ohno, 1988).
By eliminating waste (muda), quality is improved, and production time and costs
are reduced. To solve the problem of waste, lean manufacturing has several mechanisms
at its disposal. These include a continuous improvement process (kaizen), pull
production (by means of kanban), and mistake proofing (poka-yoke; Carlino &
Flinchbaugh, 2005).
Operation of LemonadeTycoon
Participants were grouped into teams. Each team focused on improving business outcomes
by applying lean manufacturing principles and eliminating waste. They focused
on the following core concepts in their bid to improve their businesses:
1. Creativity comes before capital, which taps into the experience, innovation,
and knowledge of the people working in the process.
2. An improvement not perfectly done today is better than the perfect solution
done late. There is always a need for further continuous improvement.
3. Inventory is not an asset but a cost or waste.
4. There is power in teamwork and consensus through brainstorming (Alukal,
2006).
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576 Simulation & Gaming 41(4)
Figure 4. Feedback Report
In the interest of time, players chose the Time or Money Challenge. Teams started
the day with the lemonade recipe set and supplies in place. During the course of the
day, teams adjusted their resources as needed by hiring employees and investing in
calculators, advertising, and purchasing other upgrades. The game has a good feedback
system, which allows players to see how well they did and how good their lemonade
is. The feedback system is based on whether the customers like the lemonade or not
(Figure 4).
At the end of the day, teams used the feedback system to see how well they did and
how good their lemonade was. Depending on how well they did, teams had to decide
whether or not there was a problem. If they had a problem, they simulated the problemsolving
DMAIC process. If the feedback was positive, teams could then implement
continuous improvement processes. The game also provides a report that allows the
players to monitor progress in terms of revenues, costs, profits, and expenses (Figure 5).
LemonadeTycoon 2’s basic graphics offer a simple streetscape inhabited by small
figures. Its appeal lies in finding ways to make more money.
The main steps in the lean LemonadeTycoon 2 simulation involved developing a
value stream map of the underlying process. Ferguson (2007) describes value stream
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Ncube 577
Figure 5. Profit & Loss Report
mapping as a visual way of representing the flow of information and materials in the
production of products. In LemonadeTycoon 2, value stream mapping helped teams
relate information and product flow, and waste and helped them determine the relationship
between information and supplies. To effect process management, the six
sigma methodology, DMAIC (determine, measure, analyze, improve, and control),
was applied as a framework for the process management (Ferguson, 2007). Figure 6
displays the simulation framework for the process management.
The first step in the process, Define, involved identifying the improvement opportunities
(see options below). In the next phase, Measure, the teams developed a data
collection plan to baseline the current situation and ensure that accurate and valid data
required for analysis in the next phase are available. The reporting feature in the game
allowed the teams to have the necessary data readily available. The Analyze step
involved estimating and quantifying the current state of the process with the idea of
identifying and verifying the root cause of the wasted stock, which provides an idea of
the gaps to be filled (Miles, 2006; Mukherjee, 2008). The purpose of the Analyze
phase was to make sense of all the information and data collected in Measure, and to
use those data to confirm the source of waste and poor quality (George, Rowlands, &
Kastle, 2004). In the Analyze phase, teams developed theories of root causes, confirmed
the theories with data from the reporting feature in the game, and finally identified the
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578 Simulation & Gaming 41(4)
YES
Problem
solving?
Define
Measure
YES
START DAY
New Process:
New Recipe
Supplies
END OF DAY
WASTE?
LEAN
MANUFACTURING
Figure 6. Simulation Flowchart for LeanLemonadeTycoon 2 (Modified from Al-Aomar, 2007)
root causes of the problem (Miles, 2006). The identified causes formed the basis for
solutions in the Improve phase.
The purpose of the Improve phase was to make changes in the lemonade-making
process that eliminated defects, waste, and cost linked to the customer needs identified
NO
Continuous
improvement?
YES YES
Define
Lean Measures
Analyze Analyze
Improve
Redesign
Process?
Manufacture product: Lemonade
Sell product: Lemonade
NO
Control
Lean Techniques
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START DAY
Ncube 579
in the Define phase (Miles, 2006). In the Improve phase, teams identified a range of
possible solutions, developed criteria for selecting solutions, and implemented the
chosen solution the next day. Teams improved the lemonade by eliminating defects,
which included anything that was unacceptable to the customer (e.g., amount of ice,
number of lemons in recipe, time to service, etc.). At the end of each day, teams had
to choose the lean improvement options they used to improve production and reduce
waste (muda) for the next day.
The improvement options were as follows:
1. reduce setup times/rapid setup
2. push to pull (kanban)
3. team development
4. batch size reduction
5. reduce move times
6. modify order file
7. reduce processing/inspection times
8. reduce rework times
9. six sigma/total quality
10. manage work center capacities (theory of constraints)
Teams also identified the sources of waste (seven wastes) in their lemonade making
business:
• inventory
• defective product
• waiting time
• overproduction
• transportation
• motion
• overprocessing
As part of the simulation, teams determined which of the seven resources were
being wasted in the lemonade-making and selling process.
The purpose of Control was to make sure that any gains the team made lasted by
maintaining the new strategy. During the Control phase, teams controlled their marketing
budget, stock levels, recipes, and prices, and documented the new improved process
(see the appendix). Analyzing the process using the flowchart improved the process,
developing a future value stream map of the improved system and defining actions to
main the achieved improvement (Al-Aomar, 2007).
Evaluation of the LemonadeTycoon Simulation Game
Evidence for the effectiveness of the methodology was obtained through the use of a
variation of the minute paper assessment (Angelo & Cross, 1993). This assessment
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580 Simulation & Gaming 41(4)
requires very little time to administer in the classroom. However, it elicits important
feedback on how well teams reacted to the learning experience. Teams were asked to
respond to the following questions:
• What did you learn from the game?
• What did you like the most?
• What did you like the least?
• What, if anything, do you feel has not been very helpful?
• What, if any, problems did you encounter?
• What questions on lean were not answered by the game?
Most teams indicated that playing the game helped them understand lean principles
more effectively. However, they felt that they were not always able to apply all the improvement
options at once. When they applied several options at the same time, they were not
able to tell which option had the most impact on the outcome. Other options, such as
reduction of processing or inspection times, reduction of rework times, and reduction of
setup times were difficult to implement. Another limitation is that the production process
is overly simplified for some real-life situations. However, despite some of the shortcomings
of the game, teams felt that the game was an effective methodology. The main benefits
of using LemonadeTycoon to learn lean concepts included the following:
• Concept development: This enhanced the learning and understanding of
complex concepts of lean.
• Team building: Participants learned to work effectively in teams.
• Problem solving: The game allowed the development of problem-solving
skills.
• Experiential: Experiential learning was promoted, enhancing the learning
environment.
Conclusion
The many advantages of using simulation techniques when teaching have been noted
by a number of authors. The gaming method has advantages over case and lecture
methods because participants actually become involved in the decision-making
process; this approach also facilitates the introduction of integrated organizational
systems, and it is possible to illustrate other concepts, including the system’s life cycle
and integrated central databases. Benefits of games and simulations in an academic
learning environment include the following:
1. Games and simulations allow students to participate in learning activities that
are otherwise too costly, too dangerous, difficult, or impractical to implement
in the classroom (Berson, 1996).
2. They facilitate participant engagement in those activities that are difficult to
accomplish by other means (Thomas, Cahill, & Santilli, 1997).
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3. Games and simulations tend to incorporate degrees of flexibility and complexity
to cater to different learning styles (Kirriemuir, 2002; Sedighian,
1994).
4. They broaden learners’ exposure to different people and perspectives
(Berson, 1996).
5. Games and simulations also encourage collaboration and support meaningful
postgame discussion (Kirriemuir, 2002).
6. Many games and simulations have instant feedback and a risk-free environment
that invites exploration and experimentation, stimulating curiosity, discovery,
learning, and perseverance (Kirriemuir, 2002).
7. Competitive simulation games encourage self-learning—players have more
incentive to learn because of the motivation to win.
Other significant learning benefits of computer simulation games are the use of
metacognition and mental models, improved strategic thinking and insight, better
psychomotor skills, and the development of analytical and spatial skills, iconic
skills, visual selective attention, computer skills and so on (Green & Bavelier, 2003;
Kirriemuir, 2002; Ko, 2002; Pillay, Brownlee, & Wilss, 1999).
Nevertheless, simulation presents challenges for the learner and instructor (Mitchel
& Savill-Smith, 2004). Some of the disadvantages of using instructional games and
simulations include the following:
1. Games and simulations require more of time to cover the same number of
concepts as compared with more traditional lecture methods.
2. Games and simulations do not necessarily develop all competencies, and at
times, the competencies learned are peripheral to the required skills.
3. While LemonadeTycoon is fairly inexpensive, most other games and simulations
can be expensive.
4. The simulation may not realistically portray the real world.
5. Games and simulations can quickly degenerate into horseplay resulting in
confusion and noise.
6. Some computer games and simulations have software shortcomings that may
cause failure and frustration.
7. Not all learners enjoy playing games.
8. The number of active participants is limited, with the rest of the team acting
as spectators.
However, despite these challenges for both instructors and learners, games and
simulations have real merit in the learning of dry content, inaccessible material, or
complex concepts. They put the learner in the role of decision maker and push players
through ever harder challenges—you learn through trial and error (Kirriemuir, 2002).
A good game and simulation will allow the participants to make mistakes and learn
from those mistakes in a realistic environment, without suffering the consequences of
those mistakes as they would in real life (Berson, 1996).
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582 Simulation & Gaming 41(4)
Appendix 1
Day
1
2
3
4
5
Sales/# of
cups sold Profit
Customer
responses
Beginning
Stock
Assumptions and Non-customer Variables
Improvement Options:
1 Reduce Set-up Times
2 Push to Pull
3 Batch Size Reduction
4 Reduce Move Times
5 Modify Order File
6 Reduce Processing/ Inspection Times
7 Reduce Re-Work Times
Improve Quality
Manage Work Center Capacities (TOC)
End
Stock
Wasted
Inventory
Appendix A: One period of play-by-play data
#eid: Per Time Event Team Description
1 1 2:00 FACEOFF N/A Away wins
2 1 1:54 SHOT Away Away shoots
3 1 1:48 SHOT Home Home shoots
4 1 1:35 SHOT Away Away shoots
5 1 1:26 SHOT Home Home shoots
6 1 1:21 FACEOFF N/A Away wins
7 1 1:10 SHOT Away Away shoots
8 1 1:04 SHOT Home Home shoots
9 1 1:03 KARMA Home Start: 29 Delta: -11 Final: 18
10 1 1:03 HITTARG Home Goalie
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Lean
Adjustments:
Quality
Improvement
(continued)
Ncube 583
Appendix A (continued)
11 1 0:51 SHOT Away Away shoots
12 1 0:49 INJURY Home Home team has sustained an injury
13 1 0:45 SHOT Home Home shoots
14 1 0:41 LINECHG Home Home is changing lines
15 1 0:35 SHOT Away Away shoots
16 1 0:33 LINECHG Home Home is changing lines
17 1 0:33 LINECHG Home Home is changing lines
18 1 0:32 LINECHG Home Home is changing lines
19 1 0:31 SHOT Away Away shoots
20 1 0:21 SHOT Home Home shoots
21 1 0:20 SHOT Home Home shoots
22 1 0:16 HITFREQ Home First hit in a row
23 1 0:16 KARMA Home Start: 9 Delta: -7 Final: 2
24 1 0:16 HITTARG Home Open player
25 1 0:15 FACEOFF N/A Away wins
26 1 0:07 SHOT Away Away shoots
Appendix B: Post-play questionnaire
Five possible responses for each question, ranging from Strongly Agree to Strongly
Disagree
Name: ____________________________________________ Age: ________
Gender: Male or Female (Circle one)
For each of the statements below, please indicate the extent of your agreement or
disagreement by placing a tick in the appropriate column.
Please answer all questions based on your experience of playing Heads Up Hockey.
1. Aggressive play (for example, speeding up to deliver a big hit) is important to
winning at Heads Up Hockey
2. Changing lines every 25 seconds or so is important to winning at Heads Up
Hockey
3. Removing injured players from the lineup is not important to winning at
Heads Up Hockey
4. Chippy play (for example, hitting a player that doesn’t have the puck) improves
my chances of winning at Heads Up Hockey
5. Getting used to the game controls is important to winning
6. The more I played Heads Up Hockey, the more often I removed injured players
from the lineup
Downloaded from
sag.sagepub.com by Claudia Ribeiro on October 14, 2010
(continued)
584 Simulation & Gaming 41(4)
Appendix B (continued)
7. The more tired a player was in Heads Up Hockey, the more likely he was to
get injured
8. The more I played Heads Up Hockey, the less aggressive I played
9. If an injured player is not removed from the lineup, the rest of the team would
start playing more poorly (for example, skate slower, shoot less hard)
10. I tried my absolute best to win at Heads Up Hockey.
References
Adams, P. C. (1998). Teaching and learning with SimCity 2000. Journal of Geography, 97(2),
47-55.
Al-Aomar, R. (2007, December). Prestigious three: Simulation, lean, and six sigma, ease business
process management. Industrial Engineer, 39-42.
Alarcón, L. F., & Ashley, D. B. (1999, July 26-28). Playing games: Evaluating the impact of
lean production strategies on project cost and schedule. Paper presented at the 7th annual
conference of the International Group for Lean Construction, Berkeley, CA.
Alukal, G. (2006). All about lean. Quality Progress, 39(2), 74-75.
Angelo, T.A. &Cross, K.P. (1993). A Handbook of Classroom Assessment Techniques for College
Teachers. San Francisco: Jossey-Bass.
Berson, M. (1996). Effectiveness of computer technology in social studies: A review of the
literature. Journal of Research on Computing in Education, 28, 486-499.
Billington, P. J. (2004). A classroom exercise to illustrate lean manufacturing pull concepts.
Decision Sciences Journal of Innovative Education, 2, 71-76.
Carlino, A., & Flinchbaugh, J. (2005). The hitchhiker’s guide to lean. Dearborn, MI: Society of
Manufacturing Engineers.
Cohen, P. (2005). LemonadeTycoon 2. Macworld, 22(5), 45.
Connolly, T. M., & Stansfield, M. (2007). From e-learning to games-based e-learning: Using
interactive technologies in teaching an IS course. International Journal of Information Technology
and Management, 6(2-4), 188-208.
Cordova, D. I., & Lepper, M. R. (1996). The implementation of cooperative learning in an
They have been the keynote speakers for corporate events and conferences such as Google, Gultaggen, Shop.org, JP Morgan Chase Bank, Direct Marketing Association, DreamForce, E-consultancy, Emerce, and the Canadian Marketing Association. They are recognized internationally as pioneers in online marketing, improving conversion rates, persuasive content and persona marketing, and helping organizations improve their customer experiences.
Bryan was been recognized by eConsultancy members as one of the top 10 User Experience Gurus, by LinkedIn as a Retail Influencer and he is also an IBM Futurist, he was selected as one of the inaugural iMedia Top 25 Marketers, and a Marketing Edge Rising Star Award winner.
Roy H. Williams is the author of 9 books, including the New York Times and Wall Street Journal bestselling Wizard of Ads trilogy. He is also the Chancellor of Wizard Academy, a business school for America s 5.91 million businesses with fewer than 100 employees.
--This text refers to the hardcover edition.Title
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