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Study of Container Terminal
Study of Container Terminal
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Shalini Kurapati , Daan Groen , Heide Lukosch , Alexander Verbraeck
(2) InThere
Saturnusstraat 60, Unit 07, 2516 AH The Hague, The Netherlands
daan@inthere.nl
Abstract
The need for short and flexible approaches in training to manage complex and
dynamic environments in organizations is fast emerging. We introduce a novel
concept in such training called Microgames. They represent a shortened form of
simulation games with a strong focus on a specific problem in the organization
defined by the client. To illustrate the concept, we introduce a Microgame known
as ‘Yard Crane Scheduler’ designed for training students and professionals on
integrated yard planning in container terminal operations. The initial results of
usability studies strongly favor the effectiveness of Microgames for training
students and professionals.
1. Introduction
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authentic ways of learning are required to facilitate learning at the workplace.
Research has shown that there is a huge gap between the knowledge that is needed
at the workplace and the knowledge and skills derived from formal learning
activities (Tynjalä, 2008). As an answer to this particular learning need, it is
crucial to develop situated mechanisms that support informal learning closely to
the workplace (De Vries & Lukosch, 2009).
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scenarios and mechanisms. The game storm session is based on the Triadic Game
Design (TGD) framework of Harteveld (2013). The TGD philosophy starts from
three equally important game components: Play, Meaning, and Reality. This
includes that simulation games should be entertaining as well as meaningful and
valid. The main goal of the Microgame approach is to transfer the meaning of the
game to the target group within a couple of minutes. Like within the Microtraining
approach, several short Microgames can be bundled up to a learning series to
answer more complex problems. This approach is meant to support an
organization in designing its own learning trajectory based on the Microgames.
Similar to the Microtraining method, a Microgame includes a reflection or de-
briefing phase. A Microgame session is based on a three-phase process of playing
the game, looking back to what has been learned within the game and entering a
dialogue on how the lessons learned could be transferred to real work situations
(de-briefing). An online portal supports the Microgame sessions, and the activities
of the game facilitator, who can set up accounts for users, and use the portal to log
data of the game to monitor the learning process.
In the following, we illustrate how the Microgame approach has been applied to a
complex system, namely container terminal operations in a large seaport. In the
second section, we briefly introduce the complexity of planning operations in
container terminals. In the third section, we illustrate how the Microgame has been
developed and how the game sessions looked like, before we discuss the
evaluation results in section four. Section five provides conclusions on the game,
and a brief overview of future work related to the Microgame approach.
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storage area in between.
Ships arrive on the quayside where containers are loaded and unloaded by the
means of vehicles such as trucks or Automated Guided Vehicles (AGVs). These
vehicles carry the containers to or from the yard where the containers are stored.
The containers arrive to or leave from the yard by the means of trucks, trains or
barges on the gate side or hinterland operations side. The other handling
equipment used in the container terminal is known as Quay cranes, which load and
unload the containers onto and off the ships respectively. The yard cranes (a
variation of which are called Rail Mounted Gantry (RMG) cranes shown in figure
1) are used for stacking and lifting the containers in the yard (Voss et al., 2004).
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Yard management comprises the following tasks:
• Reservation of yard capacity for ships
• Planning of storage locations for individual containers
• Repositioning of containers within the yard if needed (Meisel, 2009)
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player could take in the game, and how the learning objectives should be defined.
Phase 3 was related to the play aspect of the game. Experts and game designers
developed the core game mechanics, how players could win (or loose) the game,
which kind of right and wrong decisions could be made, and what kind of strategy
would underlie the game.
Game description
The main objective of the YCS game is to manage the yard and align various
planning and resource allocation activities in the container terminal. The game
focuses on the two main challenges discussed in the previous section - dynamic
planning and distribution of containers in the yard, allocation of resources to
ensure maximum utilization. If these two challenges were solved, the time the ship
needs to spend at the terminal will decrease, which is a major key performance
indicator for the terminal as it determines customer satisfaction.
The YCS game provides the top view of a container terminal with the quayside,
and the yard storage areas. Though the gate area is unseen, trucks pick up import
containers during the game play and are expected to leave through the gate area
although this is not visible on the screen. The handling equipment such as the
quay cranes and the gantry cranes are also seen on the screen. The arrival and
departure times for ships are also indicated on the screen. The vehicles for
transporting containers between the ships and yard are Automated Guided
Vehicles (AGVs). The main tasks the players are expected to perform are as
follows,
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1. Making a yard storage plan for import containers
As seen in figure 4, the arrival times of various ships is indicated. Arrival and
departure times are clearly indicated. If the rectangle around a ship symbol is red,
the player didn't do the planning yet. The color of the ship matches the color of the
containers. Players need to click on an arriving ship to make an unloading plan for
yard storage of import containers. Each container needs to be dragged to a position
in the yard. The rectangle will be green if all containers are planned. As the focus
of the game lies on the planning of import containers in the yard, the export
containers don’t need any planning and they are automatically allocated slots in
the yard.
2. Resource allocation
The quay cranes have to be assigned to ships for loading and unloading operations
and should be aligned to the rows of the import containers that have a storage
location. The yard gantry cranes also need to be allocated for storage and retrieval
operations in the yard. The export containers are marked with an arrowhead
symbol. They don’t require any yard storage plan, however they require allocation
of yard gantry cranes for them to be transferred to the ship.
3. A bonus activity
As the landside operations are very crucial for maintaining healthy yard capacity,
a bonus activity is available for players to make extra points. Trucks arrive to
collect yellow containers to transport from the gate to hinterland. There is a
limited time available for the truck to make this collection. If the player manages
to load this yellow container on the truck within the time limit he or she will
receive a big boost in score. The various scoring mechanisms are explained in the
following sub-section along with the game play.
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Game play and Scoring
Players require registration and an account to access the game within a portal.
Once players register successfully, they can start playing the game unlimited
number of times, at their own convenience even outside a moderated game session.
The game contains the introduction to the game, a set of 3 tutorials to familiarize
with the game rules, and then varying difficulty levels known as Missions. Players
need to complete each mission to unlock the subsequent one. Each game play
takes about 8 to 10 minutes to finish A score is displayed after every mission. The
players are awarded points based on their performance on 3 categories
1. Ship/Vessel turn around time- The faster the ship leaves the terminal, the
more points the player receives. This is a key parameter for terminal as
ships are their clients and their satisfaction is very important for good
business. If all the planning processes are well integrated and resource
allocation is done properly, players can ensure quick ship turnaround
time.
2. Number of containers handled- The number of containers handled within
the given time limit is very important for the efficiency and performance
of container terminal operations.
3. Resource utilization- As discussed in the challenges in the previous
section, a major issue in yard operations is either under- or over-
utilization of cranes in the terminal, therefore points are allotted if cranes
are optimally utilized.
The composite score, displayed on the top right corner, is the sum of the above
scores.
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validation survey was sent to these experts for face validation. Their responses are
briefly summarized in this section in a qualitative way.
The active game session took about 1 hour and 45 minutes including briefing,
game play and de-briefing. The game master began the session with a briefing
lecture about container terminal operations. Thereafter the introduction to the YCS
game, its learning objective along with the instructions for installing the YCS
game on the web browser was explained. Participants were first asked to fill in a
pre-game survey that required basic information such as age, professions and
familiarity with computer games etc. to study the profile of the participants for
research purposes. Thereafter they were asked to play the tutorial session of the
YCS game to familiarize with the rules of the game. Then, they were asked to play
the varying missions of the game at least for 3 times, so that their scores reached
steady state and were not influenced by the learning effects of previous plays. The
game master had an overview of the scores of the participants and could visualize
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the high and low scorer for each mission. The scores were displayed after every
game play giving a brief summary of an individual’s performance. After the game
plays were completed, the game master opened a discussion about the game, the
various strategies participants followed, challenges faced and issues that were
encountered during the game. After this, the high scorer and low scorer were
identified and rewarded with a small present after asking them to explain their
respective strategies, as both their strategies are valuable to learn about the do’s
and don’ts in container terminal operations. Finally, the game master wrapped up
the session by analyzing and comparing the challenges faced by container terminal
operations in the real world to that in the game. After the de-briefing lecture,
participants were requested to fill in a post-game survey to evaluate the usefulness
of the game for imparting knowledge about the need for integrated planning
operations in container terminals. The results were then analyzed and reported
marking the end of the session.
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3. YCS game as a training tool
The majority of the participants felt that the YCS game is an excellent
training tool to learn about solving challenges in complex yard planning
operations and would be useful for their professional career in future, as
can be seen below.
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Limitations of the game
Given the time constraints and playability aspects of the YCS game, the following
assumptions have been made in close consultation with professionals in the
container terminal business.
Acknowledgments This work is supported by Dinalog, the Dutch Institute for Advanced Logistics.
We would also like to thank Dr. Stephanie Eckard and Prof. Dr. Thomas Corsi for their support in
organizing the test sessions for the YCS game at the university of Maryland, College Park, MD, United
States, and Dr. Ir. Gwendolyn Kolfschoten for her valuable input on the game design.
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