Development and testing of lean simulation game on set-based design

Kavya Jain, Ganesh Devkar
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Abstract

Purpose Set-based design (SBD) is a lean tool widely adopted for improving design processes and providing value maximization to clients. The purpose of this paper is to present the development and testing of a lean simulation game that incorporated point-based and SBD principles. The objective of the game was to enhance learning of lean design management among construction students. Design/methodology/approach After a thorough and comprehensive literature review consisting of secondary data in journal papers, books, thesis references and primary data in the form of interviews with lean practitioners, the simulation game prototype was developed. The testing of the game was carried out with a study group. Data were collected during the gameplay with the help of a questionnaire survey on a confidence scale and Likert scale and assessed using the Wilcoxon signed-rank test, histogram, one-sample t -test and false discovery rate (Benjamini–Hochberg) correction method. Findings The data collected both pre- and post-simulation showed an increase in average confidence in understanding from 3.33 to 3.89, a 16.7% rise. The data was further interpreted by using Wilcoxon signed-rank test, indicating that the post-simulation learning experience was significantly better than the pre-simulation one. Promising positive results were obtained for the questions on game design, engagement and understanding of point-based design and SBD concepts. Originality/value The simulation game helps bridge the gap between knowledge building and real-life by effectively imitating the process. The game facilitates a dynamic and critical approach toward developing new educational simulation games and their successful incorporation in propagating lean principles in the construction industry.
基于集合设计的精益仿真游戏开发与测试
基于集合的设计(SBD)是一种被广泛采用的精益设计工具,用于改进设计过程,为客户提供价值最大化。本文的目的是介绍一个精益模拟游戏的开发和测试,该游戏结合了基于点数和SBD的原则。游戏的目的是加强建筑专业学生对精益设计管理的学习。在对期刊论文、书籍、论文参考资料和精益实践者访谈形式的主要数据进行了彻底而全面的文献回顾之后,模拟游戏原型得以开发。这个游戏的测试是由一个学习小组进行的。在游戏过程中,我们通过信心量表和李克特量表收集数据,并使用Wilcoxon sign -rank检验、直方图、单样本t检验和错误发现率(Benjamini-Hochberg)校正方法进行评估。模拟前后收集的数据显示,理解的平均置信度从3.33增加到3.89,增加了16.7%。使用Wilcoxon符号秩检验进一步解释数据,表明模拟后的学习体验明显优于模拟前的学习体验。关于游戏设计、用户粘性以及对基于点的设计和SBD概念的理解的问题获得了积极的结果。独创性/价值模拟游戏通过有效地模仿过程,帮助弥合知识积累与现实生活之间的差距。该游戏为开发新的教育模拟游戏提供了一种动态和批判性的方法,并成功地将其与建筑行业的精益原则相结合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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