
Other
Select search scope: search across all journals or within the current journal



Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production. Thus, simulations that organize participants in teams for realistic manufacturing production problem solving are widespread as a way to use problem-based learning to teach lean manufacturing. But a critical assessment of existing simulations for lean manufacturing instruction has been lacking. Accordingly, a literature survey is conducted and existing simulations are classified according to their emphasis on lean tools or the overall lean system; the degree of their focus on soft skills, if any; and their area of application, whether academic or industry. Four gaps are found in existing simulation designs: lack of stress on soft skills, a mistaken focus on “linear lean,” misunderstanding of the key role of the facilitator, and lack of realism. Future directions for study and improvement in lean simulation design are suggested.
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow, error-proofing, elimination of overprocessing, balanced workload, multifunctional workforce, pull, and total quality. The concept of continuous improvement is also covered. Participants can play the game from remote and separate locations by logging into a specified Internet site. Additionally, the game can be played with a combination of real and virtual (simulated) players. Several performance metrics are automatically calculated and displayed at the conclusion of each phase. The results of the current phase can then be compared to the results from all previous phases to better illustrate the impact of newly introduced lean tools.
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and efficiency of eLearning, therefore, has to address a variety of issues, including the role of eLearning in knowledge and learning, its contribution to competent performance, its relationship to organizational transformation, and strategies for embedding it into other forms of electronic interaction. eLearning refers to a form of learning in which the instructor and student are physically separated by space or time, and the gap between the two is bridged through the use of online technologies. Virtual technology utilizes an interactive approach to computer-based learning by providing real-time feedback to the user. Surveys of manufacturing companies have verified their interest and enthusiasm in the potential of virtual technology for industrial applications; however, the companies noted that one of the barriers to investing in the technology is the need for a structured methodology to guide the application identification, as well as the model building and evaluation for this technology. The study referenced in this article addresses this need by providing a framework for the development of a virtual environment that provides information for manufacturing task completion. It builds upon extant research into the use of virtual reality for task completion as well as proposes a structure for virtual environment development.
Finding appropriate interactive exercises to increase students’ learning in technical topic courses is always challenging to educators. In this study, several paper plane hands-on simulation exercises were developed, used, and tested in a lean manufacturing course for beginning college students. A pretest and posttest was used to assess the effectiveness of students learning of lean manufacturing concepts by means of participating in the hands-on simulation exercises. Furthermore, the procedures used for an efficient integration of the hands-on simulation exercises into a teaching environment were evaluated. The results showed that students’ knowledge of lean manufacturing concepts increased significantly compared with lecture-based learning only.
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important role to ensure quality product in manufacturing and service industries. Simulation accompanied by training has been proven to be effective in implementing lean concepts in visual inspection systems by enhancing operator accuracy and reducing search time. This article describes the development and application of a training system in a simulated visual inspection environment using a computer-based program to mimic the actual industrial setting. The system is designed and used to simulate and evaluate lean metrics such as time, accuracy, pacing, and data collection needed to train visual inspectors off-line.
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean enterprise, including zero waiting time, zero inventory, scheduling, internal customer pull instead of push system, batch to flow, cut batch sizes, line balancing, and cut actual process times. Other outcomes of learning such as promoting communication and interaction, facilitating cooperative learning, encouraging peer learning and fostering teamwork are also discussed. Games and simulations are relevant in all of the four learning phases of experiential learning and have a very positive impact on the learning and future application of lean manufacturing principles. Games are especially relevant in the generalization and application phases by helping shift learner’s personal paradigms.
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.
As 3D digital game—based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to articulate design guidelines for these types of game environments. From the synthesis emerges a discussion of critical components for the design of space, the virtual objects within it, and the needs of player-as-learner in synthetic worlds. Guidelines include preserving the otherness of the game world, supporting knowledge and social networks of learners in virtual spaces, and the importance of point of view with respect to situated contexts. This effort seeks to open a broader, multidisciplinary discussion on the design and use of 3D-DGBL in humanities curricula.
