2020
DOI: 10.1007/978-3-030-41429-0_4
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Teaching Lean with Virtual Reality: Gemba VR

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Cited by 2 publications
(10 citation statements)
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“…These included the low resolution especially of the main plenary presentation, the difficulty to connect to others and the difficulty of taking notes. These points have also been raised in the extant literature (Netland et al, 2020b;Akulenko et al, 2021). Again, taking our own thoughts into account, the largest problem was that of the labour-intensive nature of using the VR platform, including: learning how to use the technology; learning how to envisage delivery in VR and how a course needs to be modified from our existing slideware and physical workshop paradigm, for example, more workshops and how to engage with delegates; translating material from existing slideware formats to formats appropriate for VR, for example, with muted colours and larger font to minimise negative neurological effects; coordinating between teachers, event managers, course production managers and VR programmers and checking final versions pre-delivery; the delivery of the course itself with two teachers, one in-VR event manager and one Teams based technology help-desk person rather than one teacher and one event manager which would have been more normal at similar physical courses; and checking on the course effectiveness and making further developments, in terms of technology, content and organisation.…”
Section: Lean Masterclass In the Metaversementioning
confidence: 82%
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“…These included the low resolution especially of the main plenary presentation, the difficulty to connect to others and the difficulty of taking notes. These points have also been raised in the extant literature (Netland et al, 2020b;Akulenko et al, 2021). Again, taking our own thoughts into account, the largest problem was that of the labour-intensive nature of using the VR platform, including: learning how to use the technology; learning how to envisage delivery in VR and how a course needs to be modified from our existing slideware and physical workshop paradigm, for example, more workshops and how to engage with delegates; translating material from existing slideware formats to formats appropriate for VR, for example, with muted colours and larger font to minimise negative neurological effects; coordinating between teachers, event managers, course production managers and VR programmers and checking final versions pre-delivery; the delivery of the course itself with two teachers, one in-VR event manager and one Teams based technology help-desk person rather than one teacher and one event manager which would have been more normal at similar physical courses; and checking on the course effectiveness and making further developments, in terms of technology, content and organisation.…”
Section: Lean Masterclass In the Metaversementioning
confidence: 82%
“…Benefits. The overwhelming positive comment is evolving around how the hedonistic effect of the VR platform and how "interesting"/"amazing"/"extraordinary"/"remarkable" the experience was (41) as well as the fact that it was "exciting"/"fun"/"enjoyable" (7) as expected from the literature (Netland et al, 2020a(Netland et al, , 2020bBadets et al, 2020;Altalla, 2021).…”
Section: Lean Masterclass In the Metaversementioning
confidence: 99%
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