Virtual reality supported trainings for lean education: conceptualization, design and evaluation of competency-oriented teaching-learning environments

T. Riemann,J. Metternich

Published 2022 in International Journal of Lean Six Sigma

ABSTRACT

Purpose The purpose of this approach is to structure and facilitate the development of competency-oriented virtual training scenarios. This approach should help to develop reproducible results. Design/methodology/approach This publication presents a procedure for the structured, competency-oriented design of virtual teaching–learning environments. The procedure is based on the competency-oriented design of learning factories according to Tisch and consists of a total of three phases with various substeps. The different steps of the method are presented by means of an application example and the generated scenario is evaluated by means of a competency measurement according to Glass regarding its suitability for teaching competencies. Findings In addition to an application example that introduces the approach, this publication presents concrete results from the research project. In addition to a review of the opportunities and limitations of virtual reality (VR) in continuing education, these also refer to possible, realizable requirements for the use of VR. In addition, results on the suitability of VR learning environments for competency development in the context of value streaming mapping training are presented. Originality/value This approach represents a substantial extension of existing concepts for the design of physical learning factory training for lean topics. It can help learning factory operators and other training providers to design competency- and user-oriented virtual training. VR offers a multitude of potentials in this context, but these can only be exploited through conscientious use of the technology.

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REFERENCES

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