Track: Engineering Education
Abstract
The objective of this research is to evaluate the use of serious games as an active teaching methodology to enhance the training of employees in a vehicle manufacturing plant. The study assesses four cases applying analog game (Lego) and a digital game (Bicycle Factory), which challenge employees to solve problems and achieve game objectives related to Lean Manufacturing concepts. These games involve groups of employees from different organizational levels and knowledge about Lean Manufacturing. The Instructional Materials Motivation Survey (IMMS) was applied to assess students’ perspective related to attention, relevance, confidence, and satisfaction during the game application. The results revealed high student satisfaction using games to learn Lean Manufacturing tools, as well as favorable scores in the initial knowledge retention assessment. The theoretical contributions involve a comprehensive discussion on the use of games in academic and corporate context. Practical implication guides how different dynamics, whether analog or digital, fared in student evaluations and whether there are differences in satisfaction. Results from the four cases demonstrate a high degree of favorability towards the games application and a satisfaction motivation parameter exceeding 98%.