Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case

Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case

Victor Neto, Henrique Bessa, Ricardo Ferreira de Mascarenhas
ISBN13: 9781799892236|ISBN10: 1799892239|ISBN13 Softcover: 9781799892243|EISBN13: 9781799892250
DOI: 10.4018/978-1-7998-9223-6.ch014
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MLA

Neto, Victor, et al. "Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case." Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, edited by Oscar Bernardes, et al., IGI Global, 2022, pp. 293-313. https://doi.org/10.4018/978-1-7998-9223-6.ch014

APA

Neto, V., Bessa, H., & Ferreira de Mascarenhas, R. (2022). Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case. In O. Bernardes, V. Amorim, & A. Moreira (Eds.), Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations (pp. 293-313). IGI Global. https://doi.org/10.4018/978-1-7998-9223-6.ch014

Chicago

Neto, Victor, Henrique Bessa, and Ricardo Ferreira de Mascarenhas. "Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case." In Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, edited by Oscar Bernardes, Vanessa Amorim, and António Carrizo Moreira, 293-313. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-9223-6.ch014

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Abstract

It is more important than ever that organizations make the most of their resources, reduce costs, optimize processes, and engage in continuous improvement. A lean philosophy presents itself as a management model that guides companies in this direction, but for the successful implementation of lean methodologies, human resources at all levels need to learn what it is and be engaged with it. Thus, there is a need to develop tools that would transmit the lean theoretical concepts in a practical and involved way. This chapter proposes the development of a tool that is the result of merging gamification and lean philosophy, developing a game for people without knowledge in this area, serving as an introduction to it, and demonstrating some applications of this philosophy. The practical result of the synergy created between strategies of gamification and training in lean methodologies is described.

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