Building Learning Curve and Script Theory Knowledge with LEGO

The teaching innovation described in this paper is designed to enhance the learning process for topics related to learning curve and script theory. LEGO® building block sets are used in experiential classroom demonstrations and exercises to make concepts related to the learning curve "real" to students. The subject of learning curves is often found and generally discussed in undergraduate operations management courses; however, the concept is also found in discussions in many business disciplines, including marketing, and in most industries. In addition to script theory knowledge as demonstrated in this paper, the concept of learning curves is related to discussions on negotiating and purchasing concepts, the introduction of Internet marketing, and consumer behavior to name a few. In this paper, we explain an innovative activity utilizing LEGO® blocks in a classroom demonstration of the importance of learning to consumer performance in a services context. The exercise in this paper serves two purposes. It provides an example for students who lack "realworld" experience and might have a difficult time with the concepts presented. It also clearly translates a difficult mathematical concept into a realistic application. Complex formulas with logarithms and exponents can easily frighten students from attempting to understand certain concepts. This application demonstrates the relationship between repetition and improvement and provides a clear exercise to exemplify a complex topic.

[1]  John F. Muth,et al.  Search Theory and the Manufacturing Progress Function , 1986 .

[2]  G. Lancaster,et al.  An Empirical Investigation into the Process of Strategic Marketing Planning in SMEs: Its Attendant Problems, and Proposals Towards a New Practical Paradigm , 1998 .

[3]  Harold P. Roth An Active Learning Exercise Illustrating A Manufacturing Process in A Cost Management Class , 2005 .

[4]  Michael R. Solomon,et al.  Welcome to the Matrix: E-Learning Gets a Second Life , 2008 .

[5]  W. Becker,et al.  TEACHING TOOLS: TEACHING METHODS IN UNDERGRADUATE ECONOMICS , 1995 .

[6]  R. W. Revans,et al.  ABC of Action Learning , 1998 .

[7]  J. Bateson,et al.  Consumer performance and quality in services , 2002 .

[8]  John Paxton A Short, Simple Learning Curve Classroom Exercise , 2003 .

[9]  Dan T. Dunn,et al.  Understanding how technology paradoxes affect customer satisfaction with self‐service technology: The role of performance ambiguity and trust in technology , 2008 .

[10]  Brian K. Strow,et al.  A Rent-Seeking Experiment for the Classroom , 2006 .

[11]  Answers, Questions, and Deceptions: What Is the Role of Games in Business Education? , 2005 .

[12]  Susan A. Brown,et al.  Teaching Tip: It's All Fun and Games ... Until Students Learn , 2005, J. Inf. Syst. Educ..

[13]  J. E. Butler,et al.  The History of Progress Functions as a Managerial Technology , 1984, Business History Review.

[14]  T. P. Wright,et al.  Factors affecting the cost of airplanes , 1936 .