TY - CONF TI - Development of a Serious Game in Construction Logistics Considering Digital and Lean Tools AU - Zielke, Philipp AU - Weber, Daniel AU - Gloser, Franz-Ferdinand AU - Lauble, Svenja AD - Research Fellow, Karlsruhe Institute of Technology (KIT), Institute of Technology and Management in Construction, philipp.zielke@kit.edu, orcid.org/0009-0001-5241-8666 AD - Site manager, Ed. Zueblin AG, daniel.weber@zueblin.de AD - Research Fellow, Karlsruhe Institute of Technology (KIT), Institute of Technology and Management in Construction, franz-ferdinand.gloser@kit.edu, orcid.org/0009-0006-7692-6194 AD - Research Fellow, Karlsruhe Institute of Technology (KIT), Institute of Technology and Management in Construction, svenja.lauble@kit.edu, orcid.org/0000-0002-0376-1791 ED - Seppänen, Olli ED - Koskela, Lauri ED - Murata, Koichi PY - 2025 DA - 2025/06/02 T2 - Proceedings of the 33rd Annual Conference of the International Group for Lean Construction (IGLC 33) C3 - Proceedings of the 33rd Annual Conference of the International Group for Lean Construction (IGLC 33) CY - Osaka and Kyoto, Japan SP - 1485 EP - 1493 DO - 10.24928/2025/0120 SN - 2789-0015 (ISSN) AB - All construction projects require well-organized logistics processes to ensure progress within budget and time. However, these processes are often decentralized and inefficient, leading to waste, high costs and delays. Business games have proven effective in raising awareness of the importance of construction logistics and disseminating optimization concepts. Based on a systematic literature review of digital tools in construction logistics and a user-oriented approach, a serious game was developed in an iterative process to highlight the benefits of these tools and the relevance of logistics. Designed for 10–17 participants over 2.5 hours, the game introduces principles like Pull, Kanban, Just-in-Time, and the Supermarket concept for pre-positioned storage near construction sites. The game also incorporates a digital delivery bill, enabling continuous tracking via QR codes and partially automated evaluations of delivery times and progress. To evaluate the developed serious game, feedback was collected from the participants through questionnaires and expert interviews. This interactive approach demonstrates the value of digital tools and fosters understanding of efficient construction logistics practices. The target group consists of students and professionals, who should understand the effects of the use of lean construction and digital tools in the field of construction logistics. KW - Simulation KW - logistics KW - lean construction KW - digital lean KW - action learning. L1 - https://www.iglc.net/papers/details/2318/pdf UR - https://www.iglc.net/papers/details/2318 DB - IGLC.net LA - English N1 - Export date: 04 October 2026 ER -