Project outputs

The course on

"Innovative Learning Approaches for Implementation of Lean Thinking to Enhance Office and Knowledge Work Productivity"

Intended Learning Outcomes (ILOs) of the course:

ILO-1: The course participant will be able to understand and describe lean concepts and principles to be implemented in organizations

ILO-2: The course participant will be able to define office and knowledge work in organizations

ILO-3: The course participant will be able to identify wastes in office and knowledge work

ILO-4: The course participant will be able to listed lean tools possible to apply in office and knowledge work

ILO-5: The course participant will be able to understand and apply 5S, process mapping, A3 report, Kanban system in office and knowledge work

ILO-6: The course participant will be able to describe the negative effect on productivity caused by multitasking and interruptions

The course consists of:

1. The tablet course concerning Lean Concept implementation in Office and Knowledge

2. A set of didactic games concerning Lean Concept implementation in Office and Knowledge

3.Teacher/trainer manual showing how to lead the games

The ILA-LEAN Project focuses on two training methodologies:

  • Gamification: a training methodology focused on the learning process for the individual. Direct experience plays a very important role in the learning process, and learning through reflection on doing is, according to our teaching experience, effective and adequate to learners. One of the project output is a set of games on Office and Knowledge of the Workplace, which will simulate real-world events and processes designed for the purpose of teaching through the methodology of "serious gaming". This methodology targets a large variety of audiences, including students and professionals.
  • Learning on the go: learning can take place almost anywhere if the learning materials take the form of tablet courses. Modern life is becoming more and more stressful, it is difficult to find time to sit down and dedicate an hour or two to learn a new subject or to refine a skill. The second project output, a training course designed for tablet application, is also developed for a large variety of audiences, from students to professionals, easing the possibility of learning in any moment of the day. Up-to-day technologies (tablets, smartphones) enable implementation of new ways of learning and this project will take advantages of using new technologies to reach large number of beneficiaries.