Abstract

Lean Thinking principles and methods, in the context of highly valued production systems, are seen as the best practices and essential for competitiveness. Therefore, it requires educators, students, and employees well trained and prepared in Lean concepts to meet these demands. In this context, gamification is becoming a popular resource among educators who aim to train the principles of Lean Thinking. Among educators, Bloom’s taxonomy is an objective-based assessment as it approaches a high level of detail when defining learning objectives. In the context of this paper, Bloom’s Taxonomy encompasses the acquisition of knowledge, skills, and attitudes, to identify learning outcomes in serious games. This paper presents a literature review based on Bloom’s Taxonomy, Serious Games and Lean learning. With this review, the authors intend to find evidence that Serious Games are suitable for Lean learning to reach the highest order level of Bloom’s Taxonomy. Fourteen papers were identified in this review discussing the three topics. In just three of these papers, it was identified such evidence.

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