Abstract
When introducing production control solutions, most textbooks focus on a to-stock, repetitive context. In response, we extend the classical match and dice game, which focusses on a repetitive context,in order to teach complexitiesthat emerge in a non-repetitive context, such as the emergence of direct and indirect load, and to introduce appropriate production control solutions, e.g. Constant Work-In-Process (ConWIP)and Control of Balance by Card Based Navigation (COBACABANA). Twofield testsareused to prove the playability of our game and assess its teaching effectiveness using post-game scores and self-assessment. Both give support to our game and highlight that it helps students to understand complex knowledge.Applying the simulation as part of aniterative design process in two cases not only ensured the pragmatic validity of our design, i.e. that learning objectives were met, but also provided important insight on the production control systems taught. During the applicationwe encountered several issues that provide insights for the implementation of concepts as COBACABANA (or Workload Control) in practice. In terms of theory, applying the game showed that there is a change in mindset required when switching from Kanban to COBACABANA and physics synchronization is essential for logistics synchronization.