Abstract

Lean manufacturing is no longer just a practice for industrial manufacturing. In an effort to generate more revenue with less resources, companies of all product and service types are turning to Lean methodologies. In its simplest form, Lean is described as identifying value-added tasks versus the non-value-added tasks through the eyes of the end customer. Teaching the newest workforce has changed given the visual learning preferences of the youngest demographic in the workplace – the digital natives who grew up immersed in technology. In an effort to teach Lean to all employees, in particular the youngest cohort, training has taken on forms that mimic the modern technology of today’s commercially popular pastimes: video games. Video games are essentially simulations of one or more real-life components applied via an interactive, responsive environment. Using simulations to teach Lean methodologies allows for instant feedback on components that are applicable to specific companies. Simulation-based training has been researched and attempted in the past. This study will focus on those efforts and their successes and will interpolate how the benefits of simulation training for Lean differs from all employees in the workplace versus employees born between 1979 and 2000.

Full Text
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