Critical Reflection Essay on McGraw-Hill Practice Operations Simulation Learning experience from the Practice Modules McGraw-Hill Education has designed a series of learning games specifically targeting students to improve their experience in a virtual like work scenario. One of them namely Practice Operations would be discussed in this essay. Practice is a sequences of games which are planned to incorporate immersive learning encounters and rich evaluation capacities. In this practice operations simulation, there are 6 modules. To begin with, first module namely The Production Process, I have learned how to prioritise decisions based on the client requirements. I aced how to organize the production tasks as per the client’s necessities, how to manufacture and ship products based on the deadline and also by maintaining the maximum production percentage in the production process. The Second module which is called managing suppliers includes ordering for raw materials like for instance cotton, denim and silk. It helped me understand how to optimize our order based on the factors like quality and lead time. The third module is known as forecasting and contracts, which showed the significance of the understanding the idea of forecasting the demand of the up-coming seasons. This module entirely was based on the procurement process. In this module, you will decide on which contracts to pursue, and enhance their receiving, production, and shipment departments likewise. Therefore,
Taking part in the Biz Café simulation has been one of the most motivating, enjoyable and enriching learning
Digital Blueprint is a proven 90-day course that talks several steps. Live training is done by Eben Pagan himself; students also get access to the member’s only area where they are guaranteed access to some of Eben Pagan’s exclusive courses on business and products. The implementation classes, which follow next, are designed to prepare students to take actions. During the session students are free to ask any question and get prompt answers. Digital Product Blueprint aims to equip learners with necessary knowledge and tools to excel in business, while enjoying much deserved freedom. The whole Digital
Simulation based learning develops skills, knowledge, and attitudes in staff that otherwise cannot be experienced. The staff are put in the client’s position and give them a better understanding of daily struggles. Also puts the focus on the client instead of task completion. 14
This week’s key learning areas have been eye opening and worthwhile. Our game simulation has taught me how to manage the human resources (HR), capacity planning, receiving, production, and shipping departments. One key element that caught my attention was bottleneck issues. Although reputation and meeting goals is important, I must pay attention to the machines that are causing bottleneck issues; performing a cost/benefit analysis can fulfill this. It is necessary to manage mistakes made in strategy during the game, which can resolve issues down the road to have a successful business plan. There were three questions posed in our case study: What are the highest three unit profits?; What are the lowest percentage mark-up items?; and How would you use this in determining your business plan? These key areas will be discussed throughout the journal to express my understanding of the experience.
How can you apply what you learned about the concepts of supply and demand from the simulation to your workplace?
How may you apply what you learned about supply and demand from the simulation to your workplace or your understanding of a real-world product with which you are familiar?
Sometimes failure can really be the best teacher. This was the case with the Lakeview Regional Hospital Simulation Exercise. During the simulation, I learned a lot about working with a team, knowing when to stand firm and when to compromise. I have been a part of plenty of projects, but sometimes I can be a little lost when it comes to the healthcare aspects of things. It was during these times that I looked to my teammates to assist with filling in some valuable blanks about the healthcare environment. I do have a lot of experience with introducing technology, training and media relations. It was during these parts of the simulation that I could really lend a helping hand. The simulation illustrated the importance of buy-in amongst the implementation team as well as other members of the entire organizations. It showed that there will always be some inherent resistance, but that doesn’t mean that change is impossible as long as there is some flexibility.
SCM Globe is a supply chain game designed to teach concepts in supply chain design, demand forecasting, resource allocation, and production planning by the use of illustrating how different supply chain designs produce different operating results and explore how to manage those results. The game is performed in a real-time setting that allows for helping to create a supply chain that meet customer demands for products with the lowest operating costs and lowest inventory levels. The simulation gives students an opportunity to design and manage the supply chain of stores that sell Crunch Candy and Just Born Candy. During the simulation experience, students create products, facilities, vehicles and routes while
Over the past three weeks in the University of Phoenix Marketing Management class, I have completed three simulations based on real life marketing situations. The first simulation was titled, "Forecasting Market Demand." This simulation discussed the importance of determining the future demand for your product in the voice commanded software industry. The marketing team for the new Listensoft software needed to accurately forecast the production capacity of the new product and the pricing strategy. This task is especially difficult because human behavior is difficult to predict. Forecasting behavior " is about generating numbers out of expectations, opinions, statements, prior patterns and a host of other subjective elements" (Forecasting
The highest priority was building effective and successful team environments along with communication techniques. Excellent communication skills are essential in virtual teams, which is why this should always be a crucial area of personal development for team members (Manktelow, J., 2012). The second instrument in understanding the Capsim simulation strategy was having knowledge of the market growth rate and the key four customer expectations
The customer simulation exercise of Minnesota Micromotors Inc, was a very intriguing one. It exposed me to a variety of moving pieces that enable a successful business performance across different objectives and parameters.
The purpose of this session long project is to run a simulation over an 18 year period and analyze the possible outcomes during the simulation. We will have 4 decision points; Decision 1: For years 2008 – 2012, Decision 2: For years 2013 – 2017, Decision 3: For years 2018 -2022 and Decision 4: for years 2023 – 2025. With each decision point, we will look how the simulation impacted profits, market share and module price.
The Marketplace simulation incorporates these challenges by providing student with real-world business problems and roles. Team members are challenged to make decisions and used critical thinking in order to solve this problems virtually. While The Marketplace gives the team the tolls necessary to have effective communication, ultimately each team members contributes to the overall success of the team, just like in a real business situation.
Our aim- to engage with SimVenture; a business simulation that allowed us to build and sell computers through our virtual company named ‘Genesis’. The formation and running of our virtual company integrated us with new venture creation and about being an entrepreneur. It reinforced concepts previously presented in our course lectures and engaged us in a competitive and volatile business environment. SimVenture ran for three virtual years with five members on its team- each with a different role in the company.
Virtual worlds have solved many of the challenges faced by educational institutions. Today, hundreds of colleges, universities and other learning organizations are either augmenting their current traditional classroom curriculum with a virtual learning component or are holding classes and entire programs exclusively in immersive learning environments in Second Life. Second Life’s persistent virtual environments give students an opportunity to work together synchronously and then return, individually or as a team. The learning space is always equally available, for geographically dispersed groups as well as for those who meet regularly in the physical world. This is especially useful when students require more flexible schedules or need to work asynchronously on the same project.