Elec2017 - Carin Hendriksen - Learning Lean at Walraven: a Manager's Perspective
ELEC2017 3.3 s. blöchl - measuring lean competencies – an approach for quantifying the learni
Transcript of ELEC2017 3.3 s. blöchl - measuring lean competencies – an approach for quantifying the learni
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European Lean Educator Conference 2017 (ELEC 2017)
Nijmegen, 7th – 10th November 2017
Measuring Lean
Competencies – An
Approach for
Quantifying the
Learning Outcome
of a Simulation
Game
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Introduction Technology Centre PULS (Production and
Logistics Systems)
4 professors with
doctoral students
and administration
personnel
Intensive
cooperation with
industry and science
State of the art and
best practice centre
for Lean Production
and Lean Logistics
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Problems evaluating Competence Transfer of Lean
Simulation Games
Simulation games
in Lean education
Few empirical
analysis of learning
effectiveness
Subjective
measurement of
competency
development
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Source: own representation based on (Schenk und Wojanowski 2004; Beckmann 2004)
Research question: Does the participation in a Lean simulation game
increase statistically significant the Lean competency of the participants?
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Measuring the Effectiveness of Simulation Games
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Source: own representation based on (North und Reinhardt 2005)
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Measuring the Effectiveness of Simulation Games
Competency Transfer Table
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Source: own representation according to (Tisch et al. 2014)
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Measuring the Effectiveness of Simulation Games
Approach
1. Identification of competencies and respective activities
2. Creation of a scenario, where it is possible to carry out the activities
repeatedly
3. Communication of the starting scenario and the scenario targets to
the participants
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Lean Simulation Game “From Push to Pull”
Competencies:
design of a waste-free internal
and external logistics system
with the use of Lean Logistics
methods
design of a waste-free
workplace with focus on high
quality and maximum
productivity
design of a customer oriented
and holistic production
system, based on the
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Concept of Measuring the Learning Outcome of a Lean
Simulation Game
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Application and Results of the Measuring Concept
Pre- and Post-Test
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Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7
pre-test 52% 47% 49% 56% 57% 46% 44%
post-test 57% 66% 60% 60% 66% 57% 62%
30%
35%
40%
45%
50%
55%
60%
65%
70%
perc
en
tage
of
corr
ect
an
sw
ers
Results of the pre- and post-test
pre-test post-test
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Application and Results of the Measuring Concept
Push and Pull Systems
Correlation of evaluation results of different game roles
Immersion Avg. results 1 (push) Avg. results 2 (pull)
1 = time measurement 4,21 5,53
2 = quality 3,93 5,80
3 = logistics 4,14 6,14
4 = secondary assembly 4,33 4,74
5 = main assembly 3,77 6,32
r = - 0,33 0,13
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No statistically significant correlation between game role and learning
outcome
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Application and Results of the Measuring Concept
Interviews
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Correlation of evaluation results of different game roles
# Interviewee 1 2 3 4 5 6 7 8 ØØ in
%
Result logistics task (max. 4) 4 1 2 4 3 3 2 4 2,9 72 %
Result case study (max. 5) 5 2 3 3 4 3 1 4 3,1 63 %
Self-evaluation about attained
new competencies(1 = not the case; 5 = fully applies)
4 3 5 4 5 5 4 4 4,3
Would you prefer a more realistic
gaming environment?(1 = not the case; 5 = fully applies)
4 2 1 3 2 1 2 1 2,0
Correlation of self-evaluation to
objective resultsr = 0,418
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Agenda
1. Introduction Technology Centre PULS
2. Problems evaluating Competence Transfer of Lean Simulation
Games
3. Measuring the Effectiveness of Simulation Games
4. Lean Simulation Game “From Push to Pull”
5. Concept of Measuring the Learning Outcome of a Lean Simulation
Game
6. Application and Results of the Measuring Concept
7. Conclusion
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Conclusion
Competency transfer table successful
Growth in knowledge easily determinable
Observation of actions during game rounds difficult
Interviews necessary for observation of actions
Recommendation:
parallel design of evaluation concept and simulation game
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Technology Centre PULS
(Production and Logistics Systems)
Bräuhausgasse 33 ∙ D-84130 Dingolfing
www.tz-puls.de
Stefan Blöchl, M.Eng.
Research Assistant and
doctoral candidate on the
field of Industry 4.0 in
production logistics
Mathias Michalicki, M.Eng.
Research Assistant and
doctoral candidate on the
field of Controlling for Lean