Abstract
Organizations of all kinds have faced new challenges in which achieving the shortest possible cycle time, boost productivity, cost reduction and increase quality are crucial to survive globalization. To this end, it is necessary to transform production processes from the qualification of employees to the Lean philosophy. However, traditional training demands high cost, huge allocation of resources and have not enhanced the learning processes efficiently. In this sense, ICT has emerged to fill the gap of the inefficiency of conventional training. For this reason, this work sought to identify and categorize the different initiatives of Lean training adopted in the companies and their benefits based on Serious Games as a very promising tool. Hence, the major contribution of this work is to bring to the light of the academic and professional universe the need for the use of technological and digital alternatives for the Lean qualification of people through games as learning resources.
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de Freitas Avelar, A., Marques Carvalho, M.T. (2020). Literature Mapping of the Use of Games for Learning Correlating with Lean: A Systematic Review. In: Rossi, M., Rossini, M., Terzi, S. (eds) Proceedings of the 6th European Lean Educator Conference. ELEC 2019. Lecture Notes in Networks and Systems, vol 122. Springer, Cham. https://doi.org/10.1007/978-3-030-41429-0_10
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