EVALUATION OF ITB LEAN CONSTRUCTION COMPETITION (K2R) METHOD USING MEEGA MODEL
In an effort to increase socialization regarding lean construction in Indonesia, KK MRK ITB held a competition called the Lean Construction Competition (K2R) ITB which adopted the Villego game method using the last planner system principle. This competition has been held every year, starting in 2016...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/73861 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | In an effort to increase socialization regarding lean construction in Indonesia, KK MRK ITB held a competition called the Lean Construction Competition (K2R) ITB which adopted the Villego game method using the last planner system principle. This competition has been held every year, starting in 2016. However, the implementation of K2R had to stop since 2020 due to the co-19 pandemic. In 2023, the idea of doing so is back, with a concept update & a name change to K2Rneo. In developing the K2Rneo idea, an evaluation of the game method adopted in K2R 1.0 to K2R 4.0 is required because there has not been a thorough evaluation of the ITB Lean Construction Competition (K2R). So this research, aims to evaluate the methods of K2R ITB 1.0-4.0 & develop recommendations for the implementation of K2Rneo. Evaluation of K2R 1.0 to K2R 4.0 was carried out using a literature study on the concept of lean construction educational games using the last planner system method and questionnaires (qualitative & quantitative) which were distributed to participants of K2R ITB 1.0 to K2R 4.0. The developed questionnaire instrument adopted the MEEGA model (Model for Evaluation Educational Games) with adjustments to the game method applied in K2R ITB. Furthermore, an analysis was carried out regarding the perceptions of respondents (students & practitioners) towards the game method in K2R which is divided into 3 aspects, namely motivation, user experience, and learning. The results of the questionnaire show that the overall implementation of K2R 1.0 to K2R 4.0 has a value above 4, with a graphic increase in K2R 1.0 to K2R 3.0 and a slight decrease in K2R 4.0 of 3.4%. Based on this analysis, it was found that K2R as a last planner system learning media that uses LEGO media is still an interesting learning media to be re-used in K2Rneo. However, the decrease in value in K2R 4.0 indicates the need for innovation in the application or implementation of game material in the implementation of K2Rneo. |
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