Jump to ContentJump to Main Navigation
Show Summary Details
More options …

Balkan Region Conference on Engineering and Business Education

1 Issue per year

Open Access
Online
ISSN
2391-8160
See all formats and pricing
More options …

Educating Students On Lean Manufacturing And Pull Production Using Games

Livia Dana Beju
Published Online: 2014-08-15 | DOI: https://doi.org/10.2478/cplbu-2014-0034

Abstract

The paper presents a pull production mechanism that based on Kanban cards and a Heijunka panel. Based on this model, a game was developed that enables students to get a better understanding of pull production in manufacturing streams. The game is played in several rounds. Emphasis is laid upon the importance of work balance in manufacturing cells, as well as on the necessity to reduce the time required to switch production. The game also underlines the dependency between the number of cards in the process and the level of interoperational stocks. Last but not least, students are confronted with aspects of teamwork. Based on suggestions from the students and from the acquired experience, some ideas were formulated for the improvement of this educational activity.

Key words:: lean manufacturing; Kanban; Heijunka; game

REFERENCES

  • 1. Hilgard, E and G. Bower (1966). Theories of Learning. New York: Appleton Century-Crofts.Google Scholar

  • 2. Thorndike, E (1999) [1913]. Education Psychology. New York: Routledge. ISBN 0-415-21011-9.Google Scholar

  • 3. Dukovska-Popovska, I, Hove-Madsen, V., Nielsen, K.B., Teaching lean thinking through game: some challenges, http://www.sefi.be/wp-content/abstracts/1092.pdfGoogle Scholar

  • 4. Johnson, A., Drougas,A., Using Goldratt's Game to Introduce Simulation in the Introductory Operations Management Course, INFORMS Transcations on Education 3:1 (20-33).Google Scholar

  • 5. Kumar, S., Panneerselvam, R., (2007), Literature review of JIT-KANBAN system, Int J Adv Manuf Technol 32: 393–408.Web of ScienceCrossrefGoogle Scholar

  • 6. Matzka, J., Di Mascolo, M., Furmans, K., (2012) MODELS OF HEIJUNKA-LEVELLED KANBAN-SYSTEMS, J Intell Manuf 23:49–60.Google Scholar

  • 7. Ncube, L. Exploring the application of experiential learning in developing technology and engineering concepts: The Lean Lemonade TycoonTM, 37th ASEE/IEEE Frontiers in Education Conference, October 10 – 13, 2007, Milwaukee, WI, http://www.fie-conference.org/fie2007/papers/1406.pdfGoogle Scholar

  • 8. Seligman, M. 1970. On the generality of the laws of learning. Psychological Review, 77, 406-418.Google Scholar

  • 9. Shannon,P., Krumwiede, K., Street, J., Using Simulation to Explore Lean Manufacturing Implementation Strategies, Journal of Management Education 2010 34: 280, DOI: 10.1177/1052562909358964CrossrefGoogle Scholar

  • 10. Yazici, H.J. Simulation modeling of a facility layout in operations management classes, Sage Journals, Simulation Gaming 2006; vol. 37, no.1; 73-87,Google Scholar

About the article

Published Online: 2014-08-15


Citation Information: Balkan Region Conference on Engineering and Business Education, Volume 1, Issue 1, Pages 157–160, ISSN (Online) 1843-6730, DOI: https://doi.org/10.2478/cplbu-2014-0034.

Export Citation

© 2014 Quality Research Centre, Lucian Blaga University. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. BY-NC-ND 3.0

Comments (0)

Please log in or register to comment.
Log in