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        <article-title>The Computerised Beergame in Information Systems Teaching</article-title>
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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kai Riemer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Presentation Summary</string-name>
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        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The University of Muenster</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2009</year>
      </pub-date>
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      <p>Presentation outline
In my presentation I will introduce the beer distribution game as a means to facilitate
teaching in courses on Supply Chain Management and Business-to-business
ecommerce, in both undergraduate, as well as executives and masters courses. In
particular, I will introduce a software tool that was developed at the University of
Muenster, which allows facilitating the beergame in an interactive way.</p>
      <p>My aim is threefold: Firstly, I want to briefly introduce the beergame supply chain
simulation as a useful role-play teaching tool. Secondly, I will show how with the
beergame software we are not only able to enact the traditional beergame, but also
demonstrate measures of information sharing, which allows students to experience
first hand the benefits of supply chain initiatives. Demonstrating the shortcomings of
traditional and the benefits of IS-enabled supply chains provides students with a more
profound understanding of the reasons why information technologies are used in
contemporary supply chains to exchange information and to facilitate collaboration.
Finally, I want to share with the conference community my experiences in using the
beergame (software) in various teaching contexts; in particular the benefits of
simulation-based teaching.</p>
      <p>Background: the Beergame
The beergame is a role-play simulation game in which students play a four-stage
supply chain that produces and delivers a physical product (e.g. beer). In doing so, the
aim of the players is rather simple: each of the four groups has to fulfil the incoming
orders of beer by placing orders with the next upstream party. In the traditional
beergame setup, communication and collaboration is not allowed between supply
chain stages, so that the players invariably create the so-called bullwhip effect. This
refers to the effect that the amount of periodical orders amplifies upstream in the
supply chain towards the production end, thus causing a range of operational
problems. The bullwhip effect is a well-known phenomenon and a prominent
symptom of coordination problems in supply chains.</p>
      <p>In using the beergame to create the bullwhip effect students of eCommerce courses
can experience first hand, the problems of lack of information sharing and
collaboration in supply chains, and also the main causes for the creation of the
bullwhip effect. By using the beergame software, in a second step we are then able to
let the students play the same game again, but now experiencing the benefits of
information sharing (POS data, inventory data, tracking and tracing information). By
juxtaposing these two experiences, henceforth, students are much better able to relate
to and understand the relevance and functioning of SCM and eCommerce measures
when introducing them in the later sessions of the course.</p>
      <p>Benefits of simulation-based teaching
Generally, all teaching should be relevant and interesting. In doing so, it should not
only aim to provide students with knowledge of certain problems and (ICT) solutions.
It is my belief that teaching in a University context, ultimately should aim at exposing
the fundamental (world) problems and how IS can contribute in solving these
problems in the most general ways. Teaching in this sense should be more than
training; it should achieve true education and provide students with durable
knowledge, which outlasts the fast moving technological development cycles.One
way of achieving this is to provide students with both a rich experience of real world
provide and to identify the fundamental IS issues and how these can be addressed.
Brief Biography
Dr. Kai Riemer holds a Diploma in Information Systems (Wirtschaftsinformatik) and
a Ph.D. from Münster University, Germany. In his current position he works as an
assistant professor at the Department of Information Systems in Münster and at the
European Research Center for Information Systems (ERCIS). Dr. Riemer has worked
with the University College Dublin as a researcher and as a post graduate lecturer in
the Smurfit School of Business, and with the University of Melbourne in Australia as
a lecturer and researcher. Dr. Riemer has participated in various European and
National research projects. His publications and research interests cover the areas of
e-Collaboration, inter-firm networking, virtual work, and E-Commerce. He currently
chairs the Collaboration management and systems (e-Collaboration) research group at
the European Research Centre for Information Systems (ERCIS) in Münster, where
he focuses on the organisational and social impact of new, collaborative ICT.</p>
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