1 / 17

Presenters: Dr. Shannon Flumerfelt , Education Leadership Associate Professor Nic Bongers , eLIS Instructional Graph

eCornucopia.2012 Conference Creativity Through Technology Oakland University June 8, 2012 “Teaching Lean in Second Life” 9:00am-9:50am Oakland Room, OC. Presenters: Dr. Shannon Flumerfelt , Education Leadership Associate Professor Nic Bongers , eLIS Instructional Graphic Designer.

celestyn
Download Presentation

Presenters: Dr. Shannon Flumerfelt , Education Leadership Associate Professor Nic Bongers , eLIS Instructional Graph

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. eCornucopia.2012 ConferenceCreativity Through TechnologyOakland UniversityJune 8, 2012“Teaching Lean in Second Life”9:00am-9:50amOakland Room, OC Presenters: Dr. Shannon Flumerfelt, Education Leadership Associate Professor Nic Bongers, eLIS Instructional Graphic Designer Flumerfelt & Bongers, 2012

  2. What is Creativity? Creativity refers to the phenomenon whereby a person creates something new (a product, solution, artwork, literary work, joke, etc.) that has some kind of value. Wikipedia, The Free Encyclopedia. (2012). Creativity [online]. Retrieved from: http://en.wikipedia.org/wiki/Creativity Flumerfelt & Bongers, 2012

  3. Phenomenon of Creation Flumerfelt & Bongers, 2012

  4. Phenomenon of Value Flumerfelt & Bongers, 2012

  5. Phenomenon of Lean Thinking Acollective engagement in anever-ending quest for perfection based on respect for people and acontinuous, systematic elimination of waste and its root cause as defined by the customer. Womack, J. , Jones, D. T. & Roos, D. (1990). The machine that changed the world: The story of lean production. New York: Rawson Associates, Flumerfelt & Bongers, 2012

  6. Phenomena of Lean Applications Greater Creativity Proposition Emiliani, B. (2008). Practical lean leadership: A strategic leadership guide for executives. Wethersfield, CT: The Center for Lean Business Management, LLC. p. 3 Creativity Proposition Respect for People Continuous Improvement Flumerfelt & Bongers, 2012

  7. Why Virtualize Lean Training Possible Benefits of Virtual Learning: • Engaging, simulated learning (Harris & Rea, 2009) • Better learning velocity (Zhiheng, Yang, Shi, Cheok & Zhu, 2006) • Interaction, collaboration (Czarnecki, 2008) • Minimal classroom restrictions, first-person learning (Loureiro & Bettencourt, 2011) • Problem/project-based learning (Cohen, 2011) Flumerfelt & Bongers, 2012

  8. Fellowship Opportunity • Received fellowship through the Pawley Lean Institute for converting two onground training simulations to virtual training simulations: Lean Poker and Push/Pull Factory • Intended to expand access to learning about lean tenets and tools • Selected Second Life because of campus island and support from eLIS Flumerfelt & Bongers, 2012

  9. Legos and Poker Cards to Virtual World • OU Island • Summer Project 1.0 (develop and test) • Creating the Simulations and Video Tutorial • Scripting in LSL • Summer Project 2.0 (improve and retest) • Fixing the Simulations Flumerfelt & Bongers, 2012

  10. First Test • Live, interactive session with 12 participants - participants all in one lab (control) - all different skill levels in virtual worlds • Co-facilitated by Shannon & Nic in eLIS lab • Qualitative feedback from 12 participants • Post-session survey from 3 participants Flumerfelt & Bongers, 2012

  11. Factory Simulation • Assembly Line “push” • Participants are given a role at a station. Vehicles are created based on a production board. • Must fill out virtual note cards with strategy and submit to facilitator • Build on Demand “pull” • Participants are given a role at a station. Vehicles taken by shipping must be replenished. • Must fill out virtual note cards with strategy and submit to facilitator Flumerfelt & Bongers, 2012

  12. Qualitative Feedback: Factory Sim • Notecards given to simulation facilitator avatar must be easier to edit and transfer. • Creating vehicles in the factory needs to be streamlined. Permissions are too free. • Production board in the factory must be easier to reset. • Moving finished vehicles into the warehouse takes more skill than other roles in sim. Flumerfelt & Bongers, 2012

  13. Lean Poker Simulation • Take a card • Participants click on a box that gives them a notecard stating what poker card was drawn. • Participants find the best partner to create the strongest poker hand possible • Strategies are typed on notecards and submitted to simulation facilitator. Flumerfelt & Bongers, 2012

  14. Qualitative Feedback: Lean Poker • Notecards given to simulation facilitator avatar must be easier to edit and transfer. • Poker cards taken at random can be repeated, participants are always drawing from a “new deck” • Hierarchy of “winning hands” needs to be clearer • When avatars find partners, there should be an area to sit or circle to stand on. Flumerfelt & Bongers, 2012

  15. Post-Session Survey • Advanced technologically with avatars • Familiar with lean and Second Life • Believe that virtual simulation is a useful way to learn • Ranked quality of learning experience at medium • Ranked quality of simulation at medium high • Ranked quality of facilitation at medium • Offered suggestions for improvement on scripting, physical layout, rules of playing simulations Flumerfelt & Bongers, 2012

  16. Comments, Suggestions on Virtual Simulations • Search for an existing simulation you might be able to use. • Building from scratch is long and tedious • Consider acumen, experience of participants • Restrict avatar permissions to make things easier • Make physical setup visually clear • Provide video instructions • Keep operations/directions to users simple Flumerfelt & Bongers, 2012

  17. Quick Second Life Demonstration • Instructional Video OU Island • Push/Pull Factory • Lean Poker Flumerfelt & Bongers, 2012

More Related