ECornucopia.2012 Conference Creativity Through Technology Oakland University June 8, 2012...
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Transcript of ECornucopia.2012 Conference Creativity Through Technology Oakland University June 8, 2012...
eCornucopia.2012 ConferenceCreativity Through Technology
Oakland UniversityJune 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
SELFTHINKING CREATIO
NDOING
Paradigms, Mindsets Patterns, Routines
Essential Ideas, Processes Essential Actions, Standards
Flumerfelt & Bongers, 2012
Phenomenon of ValueSELF, GROUP, OTHERS
THINKING 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 ThinkingA 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
Emiliani, B. (2008). Practical lean leadership: A strategic leadership guide for executives. Wethersfield, CT: The Center for Lean Business Management, LLC. p. 3
ContinuousImprovement
Respect for
People
Creativity Proposition
Greater Creativity Proposition
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 facilitatorFlumerfelt & 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