Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Simulation & Gaming | 4 |
Author
Badurdeen, Fazleena | 1 |
Chen, F. Frank | 1 |
Gregory, Bob | 1 |
Hall, Arlie | 1 |
Kuriger, Glenn W. | 1 |
Marksberry, Philip | 1 |
Mirehei, S. Moussa | 1 |
Ncube, Lisa B. | 1 |
Sanders, Janet H. | 1 |
Tamma, Saumya | 1 |
Udoka, Silvanus J. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Adult Education | 3 |
Postsecondary Education | 3 |
Higher Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ncube, Lisa B. – Simulation & Gaming, 2010
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…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Badurdeen, Fazleena; Marksberry, Philip; Hall, Arlie; Gregory, Bob – Simulation & Gaming, 2010
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.…
Descriptors: Manufacturing Industry, Problem Based Learning, Problem Solving, Literature Reviews
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
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…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
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,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration