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Project Description

The Capacity Game was developed for the Lee Kong Chian School of Business to teach students about the key tradeoffs involved in different capacity expansion strategies. The key concepts include demand forecast, fixed cost of capacity expansion, leadtime to build capacity.

Students will learn about different capacity expansion strategies, such as chasing, leading, lagging and hybrid strategies. This allows students to learn interactively about the tradeoffs involved in each strategy. 

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The Economics Blended Learning Object are a set of 2 self-paced digital resource developed for the School of Economics course to support personalised learning. This digital resource comprise of 2 topics - Introduction to Supply and Demand, and GDP, Unemployment and CPI delivers content using interactive visuals, practical applications of theories and provides self-check quizzes for students to learn at their own pace, at their own preferred time before attending classes. 

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BRAVO (Budget and Resource Allocation Virtual Organiser) is a self-paced web application developed to allow students to test themselves on the Budgeting and Planning Process in an interactive and engaging way. 

At the start of the application, students watch a video presented by the instructor on a step-by-step guide and approach to budgeting. 

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The CSI: Academy is a follow-up (and a prequel) to the CSI: Agent on a Mission game developed in 2015. It is a single-player mobile game developed for the Introductory Statistics course. 

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Project Description

This game serves as a simulation that helps students learn about some of the complexities involved in decision-making at the international level.

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The class is broken into different groups, which are then each assigned to a country, where each country has its own advantage(s) and disadvantage(s).  Before the game begins, each group determines their country’s goal with respect to: meeting the needs of their populace, amassing wealth, and the amount of goods produced and stockpiled.

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These two interactive learning objects are self-paced digital resources developed for students in Corporate Law courses.

In the Minority Oppression Learning Object, shareholder litigation is taught via an animated scenario, interspersed with interactivity and self-check quizzes.

In the  Schemes of Arrangements Learning Object, rich visuals and interactive animations are employed to communicate challenging concepts pertaining to shareholder actions.

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This interactive learning object is a self-paced digital resource for students to understand and apply the different types of Machine Learning algorithms using animations, quizzes and interactive activities. Using this resource, students could easily refresh their memory of their concepts learnt.

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