Gamification based lean knowledge dissemination: A case study

It is generally recognized that traditional teaching methodologies, e.g. expositive lectures, are prone to become inefficient, especially in terms of knowledge retention, because many students quickly lose attention. Therefore, it is vital the adoption of new teaching methodologies that enable the students' engagement in their own learning process. Based on a case study, this manuscript aims to demonstrate how games/hands-on approaches can improve the teaching/learning processes in Industrial Engineering education, more specifically in the Lean Manufacturing context. The investigation is focused on: (i) type of achievable learning objectives (according to Bloom's taxonomy) and (ii) alignment with the students' learning styles (according to Felder-Silverman's model).Data about (ii) is gathered by a questionnaire applied to students after the lean manufacturing game. The discussion of (i) is based on the questionnaire and on the analysis of the type of game applied.