Digital serious games and simulation games - comparison of two approaches to lean training
Data(s) |
06/03/2014
06/03/2014
2013
|
---|---|
Resumo |
In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable ones is not an easy task. It depends on the requirements of the target group (namely time restrictions), on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that allows learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge. |
Identificador |
DOI: 10.1109/ICL.2013.6644534 |
Idioma(s) |
eng |
Publicador |
IEEE |
Relação |
Interactive Collaborative Learning (ICL); http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6644534 |
Direitos |
closedAccess |
Tipo |
article |