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 Flumerfelt & Bongers, 2012 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 Phenomenon of Creation SELF THINKING CREATION DOING Paradigms, Mindsets Patterns, Routines Essential Ideas, Processes Essential Actions, Standards Flumerfelt & Bongers, 2012 Phenomenon of Value THINKING SELF, GROUP, OTHERS CREATION DOING Paradigms, Mindsets Patterns, Routines Essential Ideas, Processes Essential Actions, Standards Assess/Audit Product, Context, Process Deliver Product in Context with Process Flumerfelt & Bongers, 2012 Phenomenon of Lean Thinking A collective engagement in a never-ending quest for perfection based on respect for people and a continuous, 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 Phenomena of Lean Applications Greater Creativity Proposition Creativity Proposition Continuous Improvement Respect for People Emiliani, B. (2008). Practical lean leadership: A strategic leadership guide for executives. Wethersfield, CT: The Center for Lean Business Management, LLC. p. 3 Flumerfelt & Bongers, 2012 Why Virtualize Lean Training Possible Benefits of Virtual Learning: 1. Engaging, simulated learning (Harris & Rea, 2009) 2. Better learning velocity (Zhiheng, Yang, Shi, Cheok & Zhu, 2006) 3. Interaction, collaboration (Czarnecki, 2008) 4. Minimal classroom restrictions, first-person learning (Loureiro & Bettencourt, 2011) 5. Problem/project-based learning (Cohen, 2011) Flumerfelt & Bongers, 2012 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 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 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 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 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 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 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 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 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 Quick Second Life Demonstration • Instructional Video OU Island • Push/Pull Factory • Lean Poker Flumerfelt & Bongers, 2012