Publicação
Contribution of Lean games to create value in companies
| Resumo: | Lean Thinking is grounded in the principles of waste elimination and continuous improvement. However, unlocking its full potential requires more than the implementation of tools; it demands a learning-oriented culture built on trust, autonomy, and reflective practice. Within this context, serious games have emerged as effective experiential learning methods to support the internalization of Lean principles and the development of critical competencies. This doctoral thesis examines the contribution of Lean games to competency development and value creation within organizations. A mixed-methods approach was adopted, combining a literature review with two empirical surveys conducted in companies located in Northern Portugal. The findings revealed a significant gap in existing evaluation models, particularly in their ability to capture both operational results and the behavioral dimensions of Lean learning. In response, the Lean Learning Engagement, Empowerment, and Value-added (LEEV) Model was developed — a multidimensional framework structured around three progressive levels: Engagement, Empowerment, and Value Creation. The latter consolidates impact through two core dimensions — Continuous Improvement and Respect for People — integrating both quantitative indicators (e.g., innovation rates, project participation) and qualitative measures (e.g., cognitive engagement, reflective practice, leadership support). The LEEV Model was evaluated through expert review and advances traditional Lean evaluation by incorporating long-term, human-centered learning outcomes. It provides evidence that Lean games enhance learning effectiveness and support the development of Lean-related competencies, while responding to the need for a more holistic evaluation framework. Aligned with the principles of Industry 5.0 — ethics, sustainability, and human centrality — the model stands as a strategic tool for connecting learning, performance, and cultural transformation. |
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| Autores principais: | Witeck, Gabriela Rosa |
| Assunto: | Lean Learning Lean Thinking Serious games Value added Aprendizagem Lean Jogos sérios Pensamento Lean Valor agregado Engenharia e Tecnologia::Outras Engenharias e Tecnologias |
| Ano: | 2025 |
| País: | Portugal |
| Tipo de documento: | tese de doutoramento |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Universidade do Minho |
| Idioma: | inglês |
| Origem: | RepositóriUM - Universidade do Minho |
| Resumo: | Lean Thinking is grounded in the principles of waste elimination and continuous improvement. However, unlocking its full potential requires more than the implementation of tools; it demands a learning-oriented culture built on trust, autonomy, and reflective practice. Within this context, serious games have emerged as effective experiential learning methods to support the internalization of Lean principles and the development of critical competencies. This doctoral thesis examines the contribution of Lean games to competency development and value creation within organizations. A mixed-methods approach was adopted, combining a literature review with two empirical surveys conducted in companies located in Northern Portugal. The findings revealed a significant gap in existing evaluation models, particularly in their ability to capture both operational results and the behavioral dimensions of Lean learning. In response, the Lean Learning Engagement, Empowerment, and Value-added (LEEV) Model was developed — a multidimensional framework structured around three progressive levels: Engagement, Empowerment, and Value Creation. The latter consolidates impact through two core dimensions — Continuous Improvement and Respect for People — integrating both quantitative indicators (e.g., innovation rates, project participation) and qualitative measures (e.g., cognitive engagement, reflective practice, leadership support). The LEEV Model was evaluated through expert review and advances traditional Lean evaluation by incorporating long-term, human-centered learning outcomes. It provides evidence that Lean games enhance learning effectiveness and support the development of Lean-related competencies, while responding to the need for a more holistic evaluation framework. Aligned with the principles of Industry 5.0 — ethics, sustainability, and human centrality — the model stands as a strategic tool for connecting learning, performance, and cultural transformation. |
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