Abstract
Simulation for training lean manufacturing ranges from simple paper-based or LEGO®-based games to larger scale simulation environments, for instance push car assembly. Some models for game-based learning are discussed and a model for lean manufacturing training is adopted. Many types of simulation may be suitable for teaching some basic elements of Lean manufacturing to students, but they are often less suitable for training industry workers in applying Lean manufacturing in their work environment. The latter group is more used to intuitive learning than to formal instruction. Thus, it is important that a training environment for this group more realistically represents the work environment; otherwise training transfer will be limited. For this reason, a lean training environment that includes materials processing stations as well as assembly areas was created. The stations exhibit some realistic behaviour such as stochastic breakdowns. Based on a comparison between factory workers and university students, five hypotheses for testing in future work are proposed.
Highlights
Many lean games for training of factory workers in lean manufacturing are a form of serious gaming, which in turn is often seen as a form of simulation (Cannon, 1995; Crookall, 2010; De Vin, 2015; Greitzer, Kuchar, & Huston, 2007; Van Laere, Lindblom, & Susi, 2007)
Future work Future work on Karlstad Lean Factory will mainly consist of two parts: (i) further development of the lab and of gaming methodology for the lab, and (ii) using the lab to contribute to serious gaming theory linked to training of manufacturing professionals
It consists of stations that realistically emulate an industrial environment for discrete manufacturing
Summary
Many lean games for training of factory workers in lean manufacturing are a form of serious gaming, which in turn is often seen as a form of simulation (Cannon, 1995; Crookall, 2010; De Vin, 2015; Greitzer, Kuchar, & Huston, 2007; Van Laere, Lindblom, & Susi, 2007). Many lean games consist of a number of rounds in which participants try and evaluate various improvements This process of experimenting and experiencing is often called ‘experiential learning’. An important aspect is the degree to which the learning outcomes are useful in the work environment. The validity of a lean game does depend on its purpose and on its participants The expression ‘fidelity’ is used as a measure of similarity between the training equipment and the ‘real’ equipment This expression usually pertains to single station equipment (e.g. an aircraft cockpit) whereas a simulation environment for manufacturing consists of multiple stations. The expression ‘context similarity’ is preferred in this paper most of the time
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