Bloom Taxonomy, Serious Games and Lean Learning: what do these topics have in common?

dc.contributor.authorWiteck, Gabriela Rosapor
dc.contributor.authorAlves, Anabela Carvalhopor
dc.contributor.authorBernardo, Mariana H. S.por
dc.date.accessioned2023-10-30T12:29:41Z
dc.date.available2023-10-30T12:29:41Z
dc.date.issued2021
dc.date.updated2023-10-29T00:20:57Z
dc.description.abstractLean Thinking principles and methods, in the context of highly valued production systems, are seen as the best practices and essential for competitiveness. Therefore, it requires educators, students, and employees well trained and prepared in Lean concepts to meet these demands. In this context, gamification is becoming a popular resource among educators who aim to train the principles of Lean Thinking. Among educators, Bloom’s taxonomy is an objective-based assessment as it approaches a high level of detail when defining learning objectives. In the context of this paper, Bloom’s Taxonomy encompasses the acquisition of knowledge, skills, and attitudes, to identify learning outcomes in serious games. This paper presents a literature review based on Bloom’s Taxonomy, Serious Games and Lean learning. With this review, the authors intend to find evidence that Serious Games are suitable for Lean learning to reach the highest order level of Bloom’s Taxonomy. Fourteen papers were identified in this review discussing the three topics. In just three of these papers, it was identified such evidence.por
dc.description.sponsorshipFCT - Fundação para a Ciência e a Tecnologia(UIDB/00319/2020)por
dc.distributioninternationalpor
dc.identifier.citationWiteck, G.R., Alves, A.C., Bernardo, M.H.S. (2021). Bloom Taxonomy, Serious Games and Lean Learning: What Do These Topics Have in Common?. 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_31por
dc.identifier.doi10.1007/978-3-030-92934-3_31por
dc.identifier.isbn9783030929336por
dc.identifier.issn1868-4238
dc.identifier.urihttps://hdl.handle.net/1822/87136
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherSpringerpor
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F00319%2F2020/PTpor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-030-92934-3_31por
dc.rightsopenAccesspor
dc.subjectBloom taxonomypor
dc.subjectLean learningpor
dc.subjectSerious gamespor
dc.titleBloom Taxonomy, Serious Games and Lean Learning: what do these topics have in common?por
dc.typeconferencePaperpor
dspace.entity.typePublicationen
oaire.citationConferencePlaceTrondheim, Norwaypor
oaire.citationEndPage316por
oaire.citationStartPage308por
oaire.citationVolume610por
sdum.conferencePublicationLearning in the Digital Era: 7th European Lean Educator Conference, ELEC 2021por
sdum.export.identifier12884
sdum.journalIFIP Advances in Information and Communication Technologypor

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