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Abstract
Problem-based learning focuses on small groups using authentic problems as a means
to help participants obtain knowledge and problem-solving skills. This approach makes
problem-based learning ideal for teaching lean manufacturing, which is driven by a
culture of problem solving that values learning as one key output of manufacturing
production. Thus, simulations that organize participants in teams for realistic
manufacturing production problem solving are widespread as a way to use problem-
based learning to teach lean manufacturing. But a critical assessment of existing simulations
for lean manufacturing instruction has been lacking. Accordingly, a literature survey
is conducted and existing simulations are classified according to their emphasis on
lean tools or the overall lean system; the degree of their focus on soft skills, if any;
and their area of application, whether academic or industry. Four gaps are found in
existing simulation designs: lack of stress on soft skills, a mistaken focus on “linear
lean,” misunderstanding of the key role of the facilitator, and lack of realism. Future
directions for study and improvement in lean simulation design are suggested.
Keywords
assessment, authentic problems, facilitator, games, problem-based learning, problem
soft skills, realism, review, simulations, skills, soft lean manufacturing, solving skills,
Toyota Production System
1
University of Kentucky, USA
“experiential learning,” and so on. We also have agreement that PBL, in this broad
sense, is more involving and enjoyable than more traditional approaches (Albanese
& Mitchell, 1993; Colliver, 2000; Lycke, Grøttum, & Strømsø, 2006; Norman &
Schmidt, 2000). PBL approaches not only help stimulate interest in the subject but
also—as some scholars (e.g., Riis, Hohansen, & Millelsen, 1995) have shown, although
the point is still in contention (see the reviews in Gijbels et al., 2005; Prince, 2004)—
can promote more knowledge transfer as well as long-term retention. Furthermore,
because learning styles can differ considerably from person to person, for example,
four types based on the Myers-Briggs type indicator (McCaulley, 1990) and five accord-
ing to the Felder-Silverman hearing style model (Felder, 1996), PBL accommodates
more of those styles than traditional classroom practice can.
Indeed, successful PBL is not learning for its own sake; instead, the focus is on pro-
viding an experience that gives participants a sense that they are engaging in a real
problem; learning then becomes a natural by-product of their engagement in and moti-
vation to solve the problem. In that way, concepts are introduced in a more natural way,
that is, by a facilitator or coach as needed rather than front-loaded into lectures according
to the history of a subject or the arrangement of the particular textbook. Such an approach
accords with Brown and Duguid’s (2000, pp. 136) point that true learning is demand
driven: “People learn in response to need. When people cannot see the need for what is
being taught, they ignore it, reject it, or fail to assimilate it in any meaningful way”.
Barrows (1996) identifies six core aspects of PBL: student-centered learning, learn-
ing in small groups, tutor/facilitator rather than instructor, authentic problems pre-
sented without prior student preparation or study, problems used as a means to obtain
both knowledge and problem-solving skills, and student responsibility to obtain rele-
vant information needed to solve the problems. As these core elements indicate, suc-
cessful PBL outcomes go beyond the mere acquisition of information or knowledge of
a field or subject because (a) skills needed for problem solving are also learned in an
experiential way and especially because (b) students also learn about themselves and
each other because of PBL’s team approach. For example, students in one study
reported learning to appreciate the difficulties and benefits of working in teams, arriv-
ing at a new sense of themselves as active contributors to a group and gaining a new
sense of higher expectations for others in the group (Lycke et al., 2006). PBL thus
presents learning as social and as something acquired in action; in this way, PBL pro-
vides the necessary but sometimes ignored social/cultural context for learning that
will be used in practice. That is, learning about something in order to solve problems
also means learning to be a practitioner, a member of a group who knows and uses that
knowledge (Bruner, 1960). This group-member identity formed as learners progress is
crucial because this identity acts as a framework that filters and spotlights aspects of
the subject for each individual, a framework that “determines what they pay attention
to and what they learn” (Brown & Dugiud, 2000, pp. 138).
Clearly, then, PBL is a valuable approach to learning how to implement and how to
practice lean manufacturing because it accords with lean’s emphasis on teams and on
a culture of problem solving, on learning what to pay attention to, on the value of
failure, and on the importance of learning in human development.
Simply stated, lean manufacturing is a system for the total elimination of waste
from an operation or process. More comprehensively, lean is a management philoso-
phy evolved and adapted from the Toyota Production System with its underlying ele-
ments of a uniquely Japanese culture and practices that “made possible a commitment
to quality throughout the ranks as had existed in no other country before” (Hofstede,
1991, pp. 172).Because those underlying practices differ from traditional Western cul-
tural values and practices focused on individual achievement, independence, entre-
preneurial spirit, emphasis on short-term goals, and so on. (Hofestede, 1991), to be
successful with lean manufacturing implementation requires more than merely apply-
ing the so-called hard side: industrial engineering tools for process improvement
(Liker, Hoseus, & Center for Quality People and Organizations, 2008). Rather, it also
requires a complete transformation within the organization to embrace the values, roles,
and behaviors—the so-called soft side—vital for the culture of continuous improve-
ment demonstrated in the Toyota Production System. As Osono, Shimizu, and Takeuchi
(2008, pp. 19) put it, “it is the way Toyota combines the hard and soft sides that allow
it to continue outperforming competitors.”
Thus, learning lean manufacturing requires that there be training in both soft and
hard skills in order to solve problems in both the social/cultural and technical aspects
of production; such learning may well include the learner’s experiencing changes in
his or her values and perspectives. For example, the learner may have lived in a
culture where failure is an individual matter, where an individual effort that fails
should if possible be hidden from others; Toyota’s approach expects a certain num-
ber of failures and insists on their failure being made visible as a resource for learn-
ing. Toyota “is a learning organization that literally thrives on its people engaging
in identifying and solving problems together” (Liker et al., 2008, pp. 37). What this
means in practice can be a profound shift for those trained to teach or to control; as
one American manager gradually learned at Toyota, his job was not to improve
production but to be an enabler and coach for the workers whose job it was to improve
production, which meant he became in effect a PBL practitioner: “His training
taught him how to construct work as experiments which would yield continuous
learning and improvements” (Osono et al., 2008, pp. 176). Because it foregrounds
the social context for problem solving and learning, lean manufacturing learning must
be experiential.
So it is not surprising that those involved in teaching lean have turned to simulations
and games. According to Day and Reibstein (1997, pp. 401), a simulation represents
“what would transpire if the assumed conditions were to occur in reality.” Thus, simu-
lations and games are representations meant to be as realistic as possible for partici-
pants while avoiding some of the dangers or inconveniences of the real thing (Crookall
& Sanders, 1989). The terms simulation and game can cause some confusion. They are
used interchangeably in some of the literature, and it is true that both simulations and
games alike provide an environment for experiential learning where participants are
exposed to an imitated situation that has to be managed through the application of a set
of tools, techniques, and practices. At the same time, simulation is also a term used for
creating models of complex systems for study or to run what-if scenarios. And game
can often, although not exclusively, mean an activity where computer technology is
used to provide the representation of a real situation and where learning is not necessar-
ily the primary objective of the player. For lean learning, however, in which the social
context is a crucial factor, many kinds of games designed for solitary play are not rel-
evant. And some activities that seem more like simulations are called games by their
designers, possibly for marketing purposes. However, because it is outside the scope of
this article to explore these definitions and distinctions in any depth, and for simplici-
ty’s sake, we use simulation here loosely to include any simulation or game that is a
low-tech (i.e., not generated by computer technology) representation of a real situation
in which a facilitator/coach engages the participants as teams in a realistic problem they
then attempt to solve. Game as used here does not refer to a meaningful difference but
only to the fact that some designers call their activities as “games.”
Recognizing the potential for lean learning they offer, a large number of hands-on
simulations have been developed to teach lean manufacturing concepts in academia
and for continuing education in industry. These vary from simple classroom exercises
to more comprehensive simulations based on learning factories. Descriptions of these
simulations have been presented at different conferences (such as the American Soci-
ety of Engineering Education) and published in various journals.
A comprehensive survey of lean manufacturing simulations available in all pub-
lished sources is presented. A taxonomy was developed to summarize the current state
of these resources based on the principles/practices emphasized, the focus in terms of
the activity simulated, the lean tools and techniques covered, and the use of assess-
ments to evaluate the simulations. The simulations surveyed were then assessed. Prac-
titioners of lean manufacturing agree that successful and sustained lean transformation
requires the transformation of an organization’s culture. Because the transformation
of a company’s culture is notoriously fraught with difficulties and the success rate is
low, especially the rate for sustainable long-term transformation, training lean cham-
pions to support these organizational transformations requires that they learn through
experience the social/cultural aspects of lean thinking and the soft skills needed in
addition to lean principles and practices. However, most hands-on activities devel-
oped to teach lean manufacturing tend to focus excessively on the latter.
Existing simulations were critically assessed from this perspective in the sections
that follow to identify gaps and propose best practices for developing simulations for
lean manufacturing education and training.
revealed the absence of published information on simulations used by some of the better
known universities and colleges that offer lean manufacturing education and training. In
addition, the authors feel that it is inappropriate to base the assessment merely on adver-
tising material available through the Internet and other media (e.g., a search engine listed
more than 29,000 hits when searched for “lean manufacturing simulation or game”);
such sources also do not provide in-depth information on the design and operation of the
simulations. Also, to fit the emphasis of this special issue on Advanced Manufacturing,
the scope was limited to simulations that focus on operations in the manufacturing
sector; the material available on health care and other service-based sectors was excluded.
Last, although the use of computers to simulate a learning environment is being increas-
ingly used (Feinstein, Mann, & Corsun, 2002), the effectiveness of computer-based
simulations for lean manufacturing education is limited because of the inability of the
technology to facilitate the right kinds of realistic interactivity and collaboration between
team members (Rolfe & Hampson, 2003). Therefore, this review is limited to an appraisal
of hands-on simulations used for lean manufacturing.
While there certainly exist simulations for lean manufacturing education and train-
ing that are unpublished or otherwise unavailable for review, the collection presented
in Table 1 can be considered a reasonable representation of those in common use to
simulate manufacturing-oriented operations. The following sections are devoted to a
discussion of these existing simulations, highlighting the salient features observed.
470
No. Developers (Published Source) Yeara Name of Simulation/Game Focus Product Runs Metrics
(continued)
Table 1. (continued)
No. Developers (Published Source) Yeara Name of Simulation/Game Focus Product Runs Metrics
24 University of Kentucky (Boot 2004 FURNITURE FACTORY SIMULATION Manufacturing Wooden furniture 5 Yes
camp II Course, 2004a; Badurdeen
et al., 2008)
25 University of Kentucky (Lean 2004 VEEBOT SIMULATION Manufacturing Lego cars 2 Yes
Certification, 2004)
26 Old Dominion University (Verma, 2005 SHIP REPAIR DESIGN PROCESS Design process Container ship 3 Yes
2007; Verma et al., 2005) SIMULATION
27 Old Dominion University (Verma, 2005 SHIP REPAIR SUPPLY CHAIN Supply chain Submarine 3 Yes
2007; Verma et al., 2005) SIMULATION
28 Old Dominion University (Verma, 2005 SHIP REPAIR VALUE STREAM Boat assembly Boat 2 Current and
2007; Verma et al., 2005) MAPPING future V
SM
29 Old Dominion University (Verma, 2005 SHIP REPAIR SIMULATION Ship repair Ship (wood and acrylic) 3 Yes
2007; Verma et al., 2005) process
30 Old Dominion University (Verma, 2005 SHIP REPAIR SCHEDULING Scheduling Ships 3 Yes
2007; Verma et al., 2005) SIMULATION
31 Verma and Devulapalli (2006), 2005 VALUE STREAM MAPPING BOARD Manufacturing Board game 3 Current and
Verma (2007) GAME future V
SM
32 Verma (2007) 2005 BLOCK TOWER Manufacturing Legos
33 Winarchick and Carlisle (2006) 2006 WAGONS-R-US SIMULATION Manufacturing K’Nex wagons M Not
34 Lean Aerospace Initiative (McManus & 2006 LEAN ENTERPRISE PRODUCT Product — mentioned
Rebentisch, 2006a, 2006b) DEVELOPMENT development M Yes
35 Fang, Cook, and Hauser (2007) 2006 LEAN LEGO SIMULATION Manufacturing Lego cars
36 Ncube (2007) 2007 LEAN LEMONADE TYCOON Manufacturing Lemonade 3 Yes
37 Ozelkan and Galambosi (2007, 2008) 2007 LAMPSHADE GAME Manufacturing Lampshades N NA
471
472 Simulation & Gaming 41(4)
Several simulations involved fabrication-like operations using paper and easily avail-
able materials (e.g., paper folding, lampshades—Nos. 23 and 38) to process material
before the final product was assembled. A few simulations were more complex and
incorporate actual fabrication of components (e.g., wood, PVC pipes) using tabletop
machines for a more realistic representation of operations in a manufacturing plant
(e.g., Nos. 6 and 24). Such simulations were more versatile and enable the integration
of more authentic lean practices.
Iterations
Almost all the simulations reviewed, except those focusing on specific lean tools,
involved multiple iterations during which a conventional “push” operation was trans-
formed to pull production. The time taken for the simulation runs, too, was observed
to be highly variable. Most of the simulations reviewed were used for in-class demon-
stration and emphasize the need to design the simulations to be conducted within the
time available for the lecture. A few simulations (Nos. 6, 7, and 24) that involve more
intense student participation are designed to take longer (approximately 1 hour per
run) and were found to be conducted outside regular classroom time during separate
laboratory hours. Also, some simulations/games involved a single team of participants
all working together through multiple replications to transform the process by apply-
ing lean tools. In some cases, particularly the games, multiple teams were formed, and
all teams engaged in the game in parallel and competing with each other to achieve the
greatest improvement in performance through the application of lean tools. While not
much information was available on how the teams were formed for the majority of the
simulations/games, structured techniques, such as those based on the Kolb model, were
used in some cases to divide participants in to teams based on their learning styles
(e.g., Nos. 3, 6, and 24).
1 BEER GAME √ √ √
2 UK PAPER CLIP SIMULATION √ Moderate √ √
3 UK CIRCUIT BOARD SIMULATION √ √ √
4 BUCKINGHAM LEAN GAME √ √ √
5 CIRCUIT BOARD SIMULATION √ High √ √
6 CYLINDER FACTORY SIMULATION √ High √
7 TIMEWISE SIMULATION √ Moderate √ √
8 PIPE FACTORY SIMULATION √ Little √ √
9 LEAN SIM MACHINE √ √
10 LEAN ENTERPRISE VALUE √ √
SIMULATION
11 BOX GAME SIMULATION √ Moderate √
12 DICE/PARADE GAME √ √
13 LEAN PRODUCT DEVELOPMENT √
SIMULATION
14 CELLULAR MANUFACTURING √ √ √
SIMULATION
15 WIDGET FACTORY SIMULATION √ √
16 BALL BEARING FACTORY √ √
17 NIST BUZZ ELECTRIONICS √ √
SIMULATION
18 5S SIMULATION √ Moderate √
19 SETUP REDUCTION SIMULATION √ √ √
20 PAPER AIRPLANE GAME √ √ √
21 5S MINI-FACTORY SIMULATION √ √
22 WAGONS-R-US SIMULATION √ √
23 PAPER AIRPLANE EXERCISE √ √
24 FURNITURE FACTORY √ High √
SIMULATION
25 VEEBOT SIMULATION √ High √ √
26 SHIP REPAIR DESIGN √ √ √
PROCESS SIMULATION
27 SHIP REPAIR SUPPLY √ √ √
CHAIN SIMULATION
28 SHIP REPAIR VALUE √ √ √
STREAM MAPPING
29 SHIP REPAIR SIMULATION √ √ √
30 SHIP REPAIR SCHEDULING √ √ √
SIMULATION
31 VALUE STREAM MAPPING √ √ √
BOARD GAME
32 BLOCK TOWER √ √
33 WAGONS-R-US SIMULATION √ √
34 LEAN ENTERPRISE PRODUCT √ √
DEVELOPMENT
35 LEAN LEGO SIMULATION √ Moderate √
(continued)
Table 2. (continued)
Emphasis
Application
Table 1 Name of Specific Lean Soft
No. Simulation/Game Tool System Skills Academic Industry
why and how they will happen as ways to solve problems. Concepts can be introduced
as needed, and improvements to the system can be seen, measured, and documented
by all the participants. What is most important is that they see and experience “the
spiral of learning.” Shewhart’s (1980) approach was to argue that manufacturing qual-
ity control should be conducted scientifically in the standard steps—hypothesis,
experiment to test the hypothesis, analysis of the results, new hypothesis—as part of a
spiral of learning, which may well return to the same problem over and over again, but
not in a futile circular fashion because something new is always learned: thus, the
spiral. W. Edwards Deming (2000), another thinker fundamental to Toyota’s
approach, extended Shewhart’s spiral into what he called the Plan-Do-Check-Act
(PDCA) problem-solving cycle for continuous (i.e., spiral) improvement.
However, the emphasis in most lean simulations is on a linear, one-pass approach
that demonstrates how the system can go from the current state to a future state. This
emphasis is often used in those constrained by having to fit within one class period,
which means a simulation run must take only 15 or 20 minutes to allow conducting
2 to 3 runs within a single class. This is a significant problem because such design
limits the time available to reflect upon the learning points and the application of lean
principles for continuous improvement. In these one-pass simulations, charts and
graphs are generated with apparent (and unrealistic) ease; reflection on a single round
of data appears to summarize what was done to make the improvement. After such
a simulation, learners may feel charged up, excited, and empowered to find and fix
problems. Unfortunately, in real settings, problems can and do return after the system
is improved. More time is needed to prevent problems from recurring than such linear
simulations allow for in their design; if participants have experienced a really authen-
tic lean simulation, they already understand that continued effort makes sense because
it will improve the system. Sadly, Shewhart’s (1980) PDCA learning cycle (see also
Deming, 2000) is one of the most misunderstood techniques in lean. Most lean simula-
tions only practice the PD (Plan-Do) part of the cycle, jumping from improvement to
improvement without reflection on the current system and what can be done to keep
the system stable. Improvements to the system are made without proper study (Check),
something that leaves learners with the impression that problem solving is linear and
that rapid kaizen or improvement using blitz techniques is appropriate in and of itself.
True lean emphasizes the more gradual incremental form of problem solving that
keeps problems from returning, an approach that requires a substantial amount of time
on the CA (Check-Stabilize) cycle before improvement is done. Differences in the PD
and CAPD cycles are shown in Figure 1.
Improvement
Round 3
Do
Plan Round 4
Round 2 Round 3
Do
Plan Round 2
Do
Round 1
Do
Round 1
Plan Period of
instability
Check Stabilize Plan
Team Leader
Establish methods to
achieve goals and
targets in the new
environment
unfamiliar territory. It was a predictable role in the sense that the problem-solving
method was known, yet team and interpersonal dynamics will always introduce varia-
tions and surprises.
This factor was also the reason why a facilitator rather than a teacher was required.
In an important sense, this unpredictability of the simulation was a key part of the learn-
ing. For one thing, if it can happen, the problem (which includes the social dynamic
among the participants) was felt as real by the participants. On the other hand, a
teacher, one who knew the answer and was removed from the stress of the situation
thereby, made a problem situation inauthentic and suggested to the participants that
1 Cannot sense where the learner is and what learning style(s) he or she uses
2 Has difficulty staying on time, redirecting activities and monitoring progress (At the
same time too rigid of a schedule can cause participants to feel rushed or unable to
explore emerging areas.)
3 Focused on task-driven activities rather than relationships and team dynamics
4 Has difficulty in relating simulation activities to real-world applications. (Facilitator
should have real-world experience in that setting to bridge learning.)
5 Does not create a learning environment
· Participants should feel free from personal attacks
· Feel comfortable trying new skills
· Facilitator should seize teachable moments as they happen (i.e., when mistakes are
seen, stop and give time to discuss them; Hall, 2006)
Make the experience enjoyable
6 Students feel left out or feel they are in competition (Verma, 2006)
7 Unclear instructions and incorrect advice (Verma, 2006)
they were engaged in something pointless—that is, solving a nonproblem that had
already been solved. And the activity of a teacher (rather than of a coach) could also
suggest to participants that they would be graded on their efforts so that failure is not
an option, as the saying goes. A facilitator, one who by definition did not know the
answer to the problem, was not immune to the confusion and stress of the actual prob-
lem, something that was evident to and can make all the difference for the participants
in terms of the felt reality and urgency of the situation. In that way, despite the fact that
a simulation could be repeated over and over, this day’s particular problem (because
it includes the social dimension involving these people on this particular day) had
always not yet been solved.
Simulation design was further complicated because learners need to gain facilitation
skills from the simulation. That is, there were two types of facilitation skills required
for lean simulations: knowing how to facilitate/run the simulation itself and knowing
what the facilitation skills are that will help others apply lean problem solving in real-
world situations. Those skills needed to be part of the simulation design. Unfortu-
nately, neither type was taught in the simulations reviewed. Table 4 shows common
pitfalls in facilitating lean simulations.
simulations actually presented a realistic environment and less than half were tactile,
that is, provided objects that can be handled and other physical aspects of a situation,
so that learners can behave as they would in producing a product and can see what hap-
pens to the product given the approach taken. Most simulations were designed for
awareness-level training and do not offer the complexity and sophistication of a real envi-
ronment. For example, most companies fail in their first attempts to become lean and
many more have repeated failures in subsequent attempts. Interestingly, most lean simu-
lations did not demonstrate failure situations, only successful improvement accomplished
by applying the tools. This approach was very misleading for participants and could leave
learners wholly unprepared for the failures they should not only expect but have some
experience in learning from. It is also untrue to Toyota’s philosophy: “Toyota does not
just tolerate failure—it embraces failure as a mechanism for learning, recognizing that
you have to fail to progress” (Osono et al., 2008, pp. 87). This trend is changing in simula-
tions where broader issues in lean are being tackled, such as supply chain and enterprise
development, yet conceptual environments still predominate. Table 5 gives a brief sum-
mary of the differences between conceptual and realistic simulated environments.
Kaizen
Standardization
solving, the more conceptual aspect of the work (Liker et al., 2008). Figure 3 sum-
marizes the components that form this unusual learning sequence.
Similarly, in a lean simulation, the participants should plunge into problem solving
first through experimentation, learn to learn through failures and successes, understand
why things and people worked as they did, and then move to understanding the con-
cepts (social and technical) as they learn how to facilitate lean learning and problem
solving for others. In that sense, lean learning begins with hands-on activity equivalent
to psychomotor skills learning, and Davies (1981) has argued that for such learning,
60% of the time allotted should be for drill and practice, with only 15% for discussion
of the concepts and 25% on facilitator demonstration of the skills (see Figure 4).
Using the percentages above would be a first step, we feel, in designing and pre-
senting a more effective lean simulation and addressing the flaws in existing designs.
First and most important, simulations should be designed and conducted to help par-
ticipants start on the path to learning what soft skills lean manufacturing requires. One
practicable approach that surfaces the difficult issue of dealing with role change can
be to shift participants within the rounds of the simulation; once they understand their
role in a team, they can be shifted to another team and a different role. Second, simula-
tions should be designed to avoid an unrealistic and inauthentic linear approach to lean
problem solving. Third, lean simulations need to be designed to help participants learn
to facilitate and thus the role of facilitator is all important; because the facilitator
should model this approach for participants, he or she should not take the role of
teacher. Last, lean simulations need to be designed to be as realistic as possible so that
the PBL they present is effective. The realism involved is not a matter of audiovisual
effects but more a question of the right situation, the right props and allowance for
Start Start
25
Skills 15%
15%
60%
60
Drill and
15%
15
%
Practice
%
75%
Introduction
of Subject Demonstrating
Skills
(Source: Based on literature review) (Source: after Davies, 1981)
participants to experience real-life problem solving, which can include such elements
as confusion, stress, difficulty, and uncertainty.
Another area for future exploration would be the application of findings from game
theory research for simulation design. Although it may not seem relevant at first
because it primarily examines competition rather than cooperation, game theory,
which brings together teachings from economics, mathematics, and the behavioral and
social sciences to study human behavior, can offer potentially useful insights into the
way participants in an activity learn more about themselves as they learn how to play
(Erev & Roth, 1998; Slonim & Roth, 1998).
Conclusions
A review of existing simulations and games used for lean manufacturing education
and training were presented and key elements of the simulations were summarized.
They were then evaluated according to whether they could help participants acquire
the kinds of skills, knowledge, and understanding needed for successful lean transfor-
mation. The main conclusions of the evaluation are as follows:
That is, it is widely known that lean manufacturing focuses on the elimination of waste
but it is not at all as widely known that for Toyota, “a person’s work may be productive
but . . . if the work does not contribute to learning and development, it will be classified
as waste” (Liker et al., 2008, pp. 38). Seeing work as a form of learning makes this
approach unique; simulations that attempt to help participants learn the approach must
be designed with an awareness of this unique perspective. Second, the sequence for
lean learning, and current practice at Toyota, is the reverse of the more usual, in that it
begins with hands-on activity and introduces conceptual aspects afterward. Therefore,
simulations that attempt to help participants learn the lean approach must also be
designed with an awareness of this unusual learning sequence.
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Bios
Fazleena Badurdeen is an assistant professor of mechanical engineering, with a joint appoint-
ment in the Center for Manufacturing, at the University of Kentucky. She received her PhD in
integrated engineering from Ohio University. Her research interests are in manufacturing systems,
including lean and sustainable manufacturing. She has published in a variety of journals and pre-
sented at national and international conferences. Contact: 210A CRMS Building, University of
Kentucky, Lexington, KY 40506, USA; +1 859-257-6262 x 436 (t); badurdeen@engr.uky.edu.
Phil Marksberry works for the Center for Manufacturing, University of Kentucky Lean Manu-
facturing program, teaching both academic and industry courses. He received his PhD in
mechanical engineering from the University of Kentucky and has more than 12 years of indus-
try experience. His research interests include the study of the Toyota Production System and the
transformation process.
Arlie Hall holds a doctorate in human resource development from Vanderbilt University. He
did his undergraduate work in electrical engineering and business administration. He is a retired
former IBM engineer and currently is an assistant professor in mechanical engineering, Univer-
sity of Kentucky. He developed University of Kentucky’s lean manufacturing curriculum and
has taught lean principles and concepts for more than 20 years.
Bob Gregory is a technical writer on staff at the Center for Manufacturing at the University of
Kentucky. He received his PhD in English from the University of California, Irvine. His
research interests include the function of metaphor in innovation and organizational learning
and the language issues involved in sustainable consumption.