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Tytuł artykułu

Koncepcja i projekt gry dydaktycznej dla potrzeb szkolenia personelu z zakresu Lean Manufacturing

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
EN
Concept and design of the didactic games for the staff training with the concept of Lean Manufacturing
Języki publikacji
PL
Abstrakty
EN
Technological changes have gained strategic importance in the thinking and actions of many market players, penetrating at the same time into all links of the value chain and the ways of their connections, which changed the range of competition and the way in which the needs of buyers are met. With the development of industry 4.0 there is a need to create new business models. Building a good business model is a challenge because it requires taking into account the new conditions and resources of the company. The model iAn integral element in training of personnel in the Lean Manufacturing concept is the search for attractive forms of education which, in addition to the transmission of knowledge about a given instrument/method, will also be characterised by a wealth of practical knowledge. The use of simulation games is unquestionably an approach that allows to obtain a wide spectrum of practical knowledge in conjunction with increasing the effectiveness of conducted training/workshops. The article presents the theoretical basis describing both the essence and the advantages of the use of simulation games in conducting training for the personnel (both lower and upper level). The main objective of this article is to present the simulation game prepared by the authors - the simulation of “The Installation of the House”. As a co-operative game, it engages all the participants in active searching for losses and their origins in the process, and in looking for methods and techniques of eliminating wastage. This game has been developed for educational purposes, as a support for the teaching and training of personnel (employees of all levels of management). This simulation game, however, can be implemented in the training of production workers in the various companies, in order to ensure better understanding the methods of searching for wastage in the production process.
Rocznik
Strony
25--31
Opis fizyczny
Bibliogr. 16 poz., il. kolor.
Twórcy
  • Zachodniopomorski Uniwersytet Technologiczny w Szczecinie, Wydział Inżynierii Mechanicznej i Mechatroniki, Al. Piastów 19, 70-310 Szczecin, Poland
  • Zachodniopomorski Uniwersytet Technologiczny w Szczecinie, Poland
  • Zachodniopomorski Uniwersytet Technologiczny w Szczecinie, Poland
Bibliografia
  • [1] Adam M., Hofbauer M., Stehling M., Effectiveness of a lean simulation training: challenges, measures and recommendations, Production Planning & Control, s. 1-11, 2020.
  • [2] Badurdeen F., Marksberry P., Hall A., Gregory B., Teaching lean manufacturing with simulations and games: A survey and future directions, Simulation & Gaming, 41, 4, 465-86, 2010.
  • [3] Billington P.J., A classroom exercise to illustrate lean manufacturing pull concepts, Decision Sciences Journal of Innovative Education, 2, 1, 71-76, 2004.
  • [4] Goździńska E., Jak skonstruować grę dydaktyczną, WSiP, Warszawa, 2004.
  • [5] Jasti N.V., Kota S., Venkataraman P., Development of a lean manufacturing simulation laboratory for continuing education students, Journal of Adult and Continuing Education, October 2020.
  • [6] Liker J.K., The Toyota Way: 14 Management Principles from The World’s Greatest Manufacturer, McGraw-Hill, New York 2004.
  • [7] Marchwinski Ch., Shooka J., Schroeder A. [red.], Leksykon Lean. Ilustrowany słownik pojęć z zakresu Lean Management, Wydawnictwo Lean Enterprise Institute Polska, Wrocław 2018.
  • [8] Massaki I., Gemba K., Zdroworozsądkowe podejście do strategii ciągłego rozwoju, MT Biznes, Warszawa 2006.
  • [9] Monroe R., Merwan M., Teaching lean manufacturing on a distance learning platform using virtual simulation, Annual Conference & Exposition, 2006.
  • [10] Ord J., John Dewey and Experiebtial Learning: Developing the theory of youth work, Youth & Policy, 108, 55-72, 2012.
  • [11] Rizzi P., Woźniakiewicz J.M., Perspektywy zastosowania gier symulacyjnych w edukacji - teoria i praktyka, Homo Communicativicus, 3, 5, 57-63, 2008.
  • [12] Silva I., Xambre A.R., Lopes R.B., A simulation game framework for teaching lean production, Int. J. of Industrial Engineering and Management, 4, 2, 81-86, 2013.
  • [13] Stier K.W., Teaching lean manufacturing concepts through project-based learning and simulation, Journal of Industrial Technology, 19, 4, 2-6, 2003.
  • [14] Terelak-Tymczyna A., Biniek A., Nowak M., The Use of Simulation Games in Teaching Lean Manufacturing, Advances in Manufacturing II, Springer, s. 358-369, 2019.
  • [15] Vin L.J., Jacobsson L., Odhe J.E., Game-Based Lean Production Training of University Students and Industrial Employees, Procedia Manufacturing, 25, 578-85, 2018.
  • [16] Wawer M., Edukacyjne gry symulacyjne w rozwoju kompetencji pracowników, Edukacja-Technika-Informatyka, 2, 4, 220-225, 2013.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2021).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-43d69c74-4844-47eb-ae99-a93492fae6dd
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