Access the full text.
Sign up today, get DeepDyve free for 14 days.
Jens Seiffert, Howard Nothhaft (2015)
The missing media: : The procedural rhetoric of computer gamesPublic Relations Review, 41
K. Craig (2018)
Motivation in Instructional Design
A. Faria (1987)
A Survey of the Use of Business Games in Academia and BusinessSimulation & Gaming, 18
Jonathan Moizer, Jonathan Lean, M. Towler, C. Abbey (2009)
Simulations and gamesActive Learning in Higher Education, 10
K. Becker (2006)
Pedagogy in Commercial Video Games
B. Bergeron (2006)
Developing serious games
Judd Antin (2009)
Motivated by information: information about online collective action as an incentive for participationProceedings of the 2009 ACM International Conference on Supporting Group Work
S. Barab, S. Zuiker, S. Warren, D. Hickey, Adam Ingram-Goble, E. Kwon, Inna Kouper, S. Herring (2007)
Situationally embodied curriculum: Relating formalisms and contextsScience Education, 91
Journal of Educational Psychology, 64
Philip Palmgreen (1984)
Uses and Gratifications: A Theoretical PerspectiveAnnals of the International Communication Association, 8
Wenhao Huang (2011)
Evaluating learners' motivational and cognitive processing in an online game-based learning environmentComput. Hum. Behav., 27
J. Keller (1987)
The systematic process of motivational designPerformance & Instruction, 26
Ming-Chaun Li, Chin-Chung Tsai (2013)
Game-Based Learning in Science Education: A Review of Relevant ResearchJournal of Science Education and Technology, 22
R. Moreno, R. Mayer (2000)
Engaging students in active learning: The case for personalized multimedia messages.Journal of Educational Psychology, 92
K. Becker (2007)
Pedagogy in Commercial Videos
Sebastian Deterding, M. Sicart, L. Nacke, Kenton O'hara, Dan Dixon (2011)
Gamification. using game-design elements in non-gaming contextsCHI '11 Extended Abstracts on Human Factors in Computing Systems
Carole Ames (1992)
Classrooms: Goals, structures, and student motivation.Journal of Educational Psychology, 84
Magne Gåsland (2011)
Game Mechanic based E-Learning
(2008)
“ Learning and games ”
S. Wilson (2006)
What Video Games Have to Teach Us about Learning and Literacy, 42
Yu-Liang Ting (2010)
Using Mainstream Game to Teach Technology through an Interest FrameworkJ. Educ. Technol. Soc., 13
P. Anderson, L. Lawton (2009)
Business Simulations and Cognitive LearningSimulation & Gaming, 40
T. Burgess (1991)
The Use of Computerized Management and Business Simulation in the United KingdomSimulation & Gaming, 22
A. Bandura (1997)
Self-Efficacy: The Exercise of ControlJournal of Cognitive Psychotherapy, 13
Emil Wiklund, Victor Wakerius (2016)
The Gamification Process : A framework on gamification
Jonathan Moizer, Jonathan Lean (2010)
Toward Endemic Deployment of Educational Simulation Games: A Review of Progress and Future RecommendationsSimulation & Gaming, 41
Neda Khalili, K. Sheridan, Asia Williams, Kevin Clark, M. Stegman (2011)
Students Designing Video Games about Immunology: Insights for Science LearningComputers in the Schools, 28
A. Faria, W. Wellington (2004)
A Survey of Simulation Game Users, Former-Users, and Never-UsersSimulation & Gaming, 35
Qing Li (2010)
Digital game building: learning in a participatory cultureEducational Research, 52
Jacqueline Candido, E. Murman, H. McManus (2007)
Active Learning Strategies for Teaching Lean Thinking
J. Keller (1987)
Strategies for stimulating the motivation to learnPerformance & Instruction, 26
K. Squire, Mingfong Jan (2007)
Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld ComputersJournal of Science Education and Technology, 16
T. Jordan (2009)
The Ecology of Games: Connecting Youth, Games and LearningInformation, Communication & Society, 12
K. Squire, E. Klopfer (2007)
Augmented Reality Simulations on Handheld ComputersJournal of the Learning Sciences, 16
A. Faria (1998)
Business Simulation Games: Current Usage Levels—An UpdateSimulation & Gaming, 29
J. Keller (2008)
An Integrative Theory of Motivation, Volition, and Performance
J. Sweller, J. Merrienboer, F. Paas (1998)
Cognitive Architecture and Instructional DesignEducational Psychology Review, 10
Chung-Yuan Hsu, Chin-Chung Tsai, Jyh‐Chong Liang (2011)
Facilitating Preschoolers’ Scientific Knowledge Construction via Computer Games Regarding Light and Shadow: The Effect of the Prediction-Observation-Explanation (POE) StrategyJournal of Science Education and Technology, 20
Elisabet Nilsson, Anders Jakobsson (2011)
Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer GamesJournal of Science Education and Technology, 20
Cher Lim, Darren Nonis, J. Hedberg (2006)
Gaming in a 3D multiuser virtual environment: engaging students in Science lessonsBr. J. Educ. Technol., 37
Eric Anderman, M. Maehr (1994)
Motivation and Schooling in the Middle GradesReview of Educational Research, 64
Hiller Spires, Jonathan Rowe, Bradford Mott, James Lester (2011)
Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning OutcomesJournal of Educational Computing Research, 44
J. Wolfe (1993)
A History of Business Teaching Games in English-Speaking and Post-Socialist Countries: The Origination and Diffusion of a Management Education and Development TechnologySimulation & Gaming, 24
PurposeThere is no argument that using games (gamification) is an efficient way of learning in higher education. The questions, though, are which gamification approach is most suitable at that level and how to assess its suitability? This paper aims to attempt to partially answer these two questions, in the context of lean thinking education.Design/methodology/approachThe paper offers an assessment criteria to investigate the impact of lean gamification based on the evaluation of motivational, cognitive and social processing during games. In addition, a study is conducted among selected games using these assessment criteria. The study included statistical as well as comparative analysis. The study was based on a sample of undergraduate students learning various lean thinking concepts through physical games over the course of six months.FindingsResults showed different interaction levels between the three evaluation criteria depending on the type and design of the lean game. The reported scores and analysis drew various lessons on how to use gamification in the context of lean teaching, outlined some best practices in lean games design and suggested recommendations in mapping lean games from industrial domain to higher education domain.Research limitations/implicationsThe scope of this research was bounded by the sample size of students as well as the selected nine lean thinking games. Larger pool of students as well as other lean thinking games can offer further insights and confirm the outlined ones.Practical implicationsThe presented work will help lean thinking educators in higher education to better understand the student dynamics associated with engaging them in this type pf pedagogical approach. It will help guiding lean thinking games’ designer on how to better cater for this segment of lean thinking learners. Finally, it will aid in promoting lean gamification as an effective learning tool.Social implicationsThe social impact is achieved through enhancing lean thinking education to a wide number of students. This will positively impact the society through the application of the effective lean tools at different stages, levels and places in these students’ life experiences.Originality/valueThis study offers one of the very few applications in gamification assessment in the context of lean thinking. Furthermore, it integrates the social processing criterion for the first time with the classical two other criteria (motivation and cognitive) used in games education assessment. Finally, it offers new insights for lean thinking game designers for higher education learners.
International Journal of Lean Six Sigma – Emerald Publishing
Published: Aug 7, 2017
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.