Simulation Exercise for Collaborative Planning System / Last Planner System (COLPLASSE)
18 Jul 2018-Vol. 2, pp 1002-1012
TL;DR: A simulation exercise, COLPLASSE (COLlaborative PLAnning System Simulation Exercise), has been developed to cater to the felt need to develop the required processes and templates for the Last Planner System.
Abstract: The Last Planner System (LPS TM )is becoming popular for project management all over the world. Though the practitioners are able to follow the concepts quite well, they sometimes find it difficult to develop the required processes and templates, particularly in organisations and environments where systematic planning practices are not that prevalent. Structured templates, simulations, or games for LPS are also not freely available in the open domain. A simulation exercise, COLPLASSE (COLlaborative PLAnning System Simulation Exercise), has been developed to cater to this felt need. COLPLASSE is based on simple Excel spreadsheets and uses work plans for developing Look Ahead Plans and Weekly planning over the many weeks required for project completion. It has provisions to simulate random delays due to inclement external environmental conditions or variations in productivity due to various causes. It computes PPC automatically and simultaneously draws continuous charts for PPC and Root Cause Analysis over the Project completion period. It is simple to use and with further improvements being planned, can develop into a powerful tool for training or simulation or actual use along with LPS. Further research is proposed to be done using this simulation with various groups to evaluate its capabilities for helping early practitioners to use LPS.
26 Jun 2023
TL;DR: In this article , the authors identified the essential elements that an immersive virtual reality simulation should have to study the Last Planner® System (LPS) social mechanisms and developed and tested a multi-user IVR prototype with the identified elements to simulate the LPS use in a "hypothetical" construction scenario.
Abstract: A successful implementation of the Last Planner® System (LPS) requires not only education on its principles, but also managing social mechanisms it brings up to reach outstanding outcomes. Simulation games have been widely applied to teach LPS principles, but they do not seem to appropriately capture the social mechanisms due to lack of socio-technical realism and inadequate gaming controls (i.e., control external factors other than one of interest). Immersive Virtual Reality (IVR) technology has the potential to reveal the LPS's social mechanisms by providing a highly-controlled and realistic simulation environment. However, how to effectively leverage IVR for LPS simulation is not well understood. In order to bridge this gap, we identified the essential elements that an IVR simulation should have to study the LPS social mechanisms. We then developed and tested a multi-user IVR prototype with the identified elements to simulate the LPS use in a "hypothetical" construction scenario. The results show that the prototype is feasible for studying LPS's social mechanisms. This study lays a foundation for future research in using IVR simulation games to study LPS social mechanisms.
TL;DR: In this article, a lean model for the construction management of high-rise apartment buildings with customized apartment designs is proposed, which incorporates a number of changes to traditional management practice, including single-piece flow with pull scheduling, work restructuring, and multiskilling.
Abstract: A lean model has been proposed for the construction management of high-rise apartment buildings with customized apartment designs. It incorporates a number of changes to traditional management practice, including single-piece flow with pull scheduling, work restructuring, and multiskilling. A simulated construction process scenario was devised for experimental evaluation of the model. The simulation was first implemented as a live management game, in which participants played the roles of the clients, general contractor, and subcontractors. Eleven runs with different teams indicated that the lean model increased throughput, improved cash flow, and reduced apartment delivery cycle time. However, the limitations of the live simulation led the writers to implement a discrete event computer simulation of the same process. The computer simulation reinforced the findings of the live simulation and emphasized the specific beneficial effect of single-piece flow under pull scheduling. The lean model may be of immediate interest to construction planners and managers because it enables full customization with minimal waste and no additional resources. The demonstrative clarity of the lean model simulation, both live and computerized, makes it a powerful tool for education and research.
TL;DR: This multi-method study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation game-based training in business and management education.
Abstract: The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multi-method study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.
01 Jan 2014
TL;DR: The IIT Madras, an educational institution, had recently taken up a carefully-structured programme for training and implementation of Lean construction practices in nine trial projects with varying characteristics through classroom and webinar-based trainings, reporting in predefined formats, monitoring by site visits and periodic reviews as mentioned in this paper.
Abstract: Construction sector in India has been on a high growth path lately and maximizing efficiency and profitability has been a key concern. Lean Construction offers a potential solution for system level efficiency improvement. Given the weak planning processes, diverse cultures and ill-trained labour in the industry, Lean implementation has been a challenge. IIT Madras, an educational institution, had recently taken up a carefully-structured programme for training and implementation of Lean construction practices in nine trial projects with varying characteristics through classroom and webinar-based trainings, reporting in predefined formats, monitoring by site visits and periodic reviews. Sites were encouraged to adopt the LPS as the core and use various other Lean tools with close assistance from the Faculty. Overall many of the standard benefits of Lean implementation were realised. However, the extent of gains was seen to be influenced by many soft aspects, such as the culture of the site and the organisation, planning and engineering expertise available, commitment and support from top management and site management. The paper presents an overview of the programme and an analysis of the results obtained/lessons learned across the different sites based on the organisational and cultural aspects of the sites.
01 Jan 2014
TL;DR: The implementation results of the simulation game demonstrated its capability to effectively teach LPS and lean-based management approaches in construction, including its implementation and effectiveness as a teaching tool.
Abstract: Simulations and classroom games are effective hands-on learning tools for construction students and practitioners. This paper presents the background, methods and results of a new management game which simulates some aspects of the Last Planner System (LPSTM) and lean production. LPS is central to the implementation of Lean Construction, an increasingly popular management approach based on the Toyota Production System. LPS requires continuous and collaborative effort from all stakeholders for the planning and control of a construction project, making it especially appropriate for the experiential learning allowed by simulation. The simulation game consists of the assembly of LegoTM pieces to form a schematic house, and it is played by teams meeting in rounds simulating one week of work. Each team is composed of stakeholders, such as a construction manager, resource suppliers and trade foremen, mirroring the planning and assembly process of a typical construction project. Participants build the Lego houses first using a traditional management approach and then using LPS and lean principles and procedures. This paper also describes the main components of the Toyota Production System as applied by Lean Construction, and provides an introduction to LPS as well as a description of the simulation rules and setup. A Case Study of the simulation game is discussed, including its implementation and effectiveness as a teaching tool. The implementation results of the simulation game demonstrated its capability to effectively teach LPS and lean-based management approaches in construction.