A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management
Abstract
:1. Introduction
2. Previous Research
Theoretical Basis for Creating a 5S Educational Game in Virtual Reality
3. Materials and Methods
3.1. Case Study
- Research question 1: Are educational games an attractive teaching method for university students?
- Research question 2: Do educational games bring benefits to the teaching process? If so, what are they?
- Research question 3: Could educational games help students to better understand the subject?
- Research question 4: Could educational games increase the students’ ability to learn on their own?
3.2. Technical Basis for Creating an Educational Game
4. Results
4.1. Educational Game—Workflow
4.1.1. Level 0—Start
4.1.2. Level 1—Seiri (Sort)
4.1.3. Level 2—Seiton (Set in Order)
4.1.4. Level 3—Seiso (Shine)
4.1.5. Level 4—Seiketsu (Standardize)
4.1.6. Level 5—Shitsuke (Sustain)
4.1.7. The Scoring System
4.2. Results—Phase One
4.3. Results—Phase Two
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Indicate for Each Statement How Much You Agree with It: | I Totally Disagree | I Do Not Agree | I Do Not Know | I Agree | I Totally Agree |
---|---|---|---|---|---|
I am interested in educational games at school. | 0/0% | 6/5.3% | 3/2.6% | 81/71.1% | 24/21.0% |
I would like to use educational games more often. | 9/7.9% | 3/2.6% | 6/5.3% | 31/27.2% | 65/57.0% |
Educational games have no place in school. | 57/50.0% | 42/36.9% | 14/12.3% | 1/0.8% | 0/0% |
Educational games increase student motivation. | 2/1.7% | 25/21.9% | 18/15.8% | 69/60.6% | 0/0% |
Educational games support students’ creativity. | 3/2.6% | 10/8.8% | 6/5.3% | 86/75.4% | 9/7.9% |
Educational games are easy to understand and use. | 0/0% | 3/2.6% | 16/14.0% | 59/51.8% | 36/31.6% |
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Krajčovič, M.; Gabajová, G.; Furmannová, B.; Vavrík, V.; Gašo, M.; Matys, M. A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics 2021, 10, 838. https://doi.org/10.3390/electronics10070838
Krajčovič M, Gabajová G, Furmannová B, Vavrík V, Gašo M, Matys M. A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics. 2021; 10(7):838. https://doi.org/10.3390/electronics10070838
Chicago/Turabian StyleKrajčovič, Martin, Gabriela Gabajová, Beáta Furmannová, Vladimír Vavrík, Martin Gašo, and Marián Matys. 2021. "A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management" Electronics 10, no. 7: 838. https://doi.org/10.3390/electronics10070838
APA StyleKrajčovič, M., Gabajová, G., Furmannová, B., Vavrík, V., Gašo, M., & Matys, M. (2021). A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management. Electronics, 10(7), 838. https://doi.org/10.3390/electronics10070838