Skip to main content

Taking the Playing Lean Experience Online

The Case of Using a Board Game to Teach Lean Startup Remotely

  • Conference paper
  • First Online:
Learning in the Digital Era (ELEC 2021)

Part of the book series: IFIP Advances in Information and Communication Technology ((IFIPAICT,volume 610))

Included in the following conference series:

Abstract

Using games and simulations to teach various lean methods and approaches enables the teacher to increase student’s participation and identify each individual’s challenges. Given the SARS-CoV-2 pandemic, most of the businesses and institution went into lockdown from early 2020, forcing the educators to deliver remote workshops. Playing Lean is a team-based board game in which players have to develop their business through iterative development and lean experimentation. The team that reaches early majority first—by crossing the proverbial chasm—wins. In this paper, the author explores how the game was adapted for teaching the lean startup method remotely.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Detailed coverage of how Playing Lean gamifies teaching Lean Startup is presented in [12].

  2. 2.

    Dr. Paige Wilcoxson and Priya Dasgupta-Yeung [16,17,18] offer several accessible texts on how to adapt workshop curriculum to the virtual classroom, grounded in their expertise with instructional design.

References

  1. Badurdeen, F., Marksberry, P., Hall, A., Gregory, B.: Teaching lean manufacturing with simulations and games: a survey and future directions. Simul. Gaming 41(4), 465–486 (2010). https://doi.org/10.1177/1046878109334331

    Article  Google Scholar 

  2. Eisenmann, T.R., Ries, E., Dillard, S.: Hypothesis-driven entrepreneurship: the Lean startup. Harv. Bus. School Entrep. Manag. Case (812–095) (2011)

    Google Scholar 

  3. Hays, R.T.: The effectiveness of instructional games: a literature review and discussion. Technical report 2005-004, Naval Air Warfare Center Training Systems Division (2005)

    Google Scholar 

  4. Huotari, K., Hamari, J.: Defining gamification: a service marketing perspective. In: Proceeding of the 16th International Academic MindTrek Conference, pp. 17–22 (2012)

    Google Scholar 

  5. Jakubowski, M.: Gamification in business and education - project of gamified course for university students. Dev. Bus. Simul. Exp. Learn. 41 (2014)

    Google Scholar 

  6. Juran, J.M., Godfrey, A.B. (eds.): Juran’s Quality Handbook, 5th edn. McGraw Hill, New York (1999)

    Google Scholar 

  7. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer (2012)

    Google Scholar 

  8. Ke, F.: A qualitative meta-analysis of computer games as learning tools. In: Management Association, I.R. (ed.) Gaming and Simulations: Concepts, Methodologies, Tools and Applications, pp. 1619–1665. IGI Global (2011)

    Google Scholar 

  9. Maurya, A.: Running Lean: Iterate from Plan A to a Plan That Works. The Lean Series, 2nd edn. O’Reilly, Newton (2012)

    Google Scholar 

  10. Phillips-Donaldson, D.: 100 years of Juran. Qual. Prog. 37(5), 25–39 (2004)

    Google Scholar 

  11. Ramos, A.G., Lopes, M.P., Avila, P.S.: Development of a platform for lean manufacturing simulation games. IEEE Rev. Iberoamericana Tecnol. Aprendizaje 8(4), 184–190 (2013). https://doi.org/10.1109/RITA.2013.2284960

    Article  Google Scholar 

  12. Rasmussen, T., Øxseth, S.: Playing Lean: gamification of the Lean startup methodology. Master’s thesis, Norwegian University of Life Sciences, Ås/Norwegian University of Life Sciences (2016). http://hdl.handle.net/11250/2384042

  13. Ries, E.: The Lean Startup: How Today’s Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses. Crown Business (2011)

    Google Scholar 

  14. Rosenzweig, P.M.: The Halo Effect: ... And the Eight Other Business Delusions That Deceive Managers. re-issue edn. Simon & Schuster (2014)

    Google Scholar 

  15. Stephens, K.S., Juran, J.M. (eds.): Juran, Quality, and a Century of Improvement. Best on Quality, vol. 15. ASQ Quality Press (2005)

    Google Scholar 

  16. Wilcoxson, P., Dasgupta-Yeung, P.: Adapting your curriculum to the virtual classroom (2020). https://psychelxdesign.com/virtual-classroom/

  17. Wilcoxson, P., Dasgupta-Yeung, P.: It’s time to go virtual: workshops (2020). https://psychelxdesign.com/its-time-to-go-virtual-workshops/

  18. Wilcoxson, P., Dasgupta-Yeung, P.: So you have to teach online... Now what? (2020). https://psychelxdesign.com/so-you-have-to-teach-online-now-what/

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Bruno Pešec .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Pešec, B. (2021). Taking the Playing Lean Experience Online. In: Powell, D.J., Alfnes, E., Holmemo, M.D.Q., Reke, E. (eds) Learning in the Digital Era. ELEC 2021. IFIP Advances in Information and Communication Technology, vol 610. Springer, Cham. https://doi.org/10.1007/978-3-030-92934-3_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-92934-3_30

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-92933-6

  • Online ISBN: 978-3-030-92934-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics