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Keywords = Lego® Serious Play®

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15 pages, 691 KiB  
Article
Creating an Innovative Approach to Engagement, Connectivity, and Problem-Solving in Higher Education Institutions Using LEGO® Serious Play®
by Cecilia Medupin, Cindy Regalado and Matt Burrows
Educ. Sci. 2025, 15(6), 663; https://doi.org/10.3390/educsci15060663 - 28 May 2025
Viewed by 1181
Abstract
LEGO® Serious Play® (LSP) was used to understand the ideals of connectivity and inclusivity among students, adult learners, and workers in a higher education community. While connectivity in nature’s ecosystem has been well studied, it is important to explore this form [...] Read more.
LEGO® Serious Play® (LSP) was used to understand the ideals of connectivity and inclusivity among students, adult learners, and workers in a higher education community. While connectivity in nature’s ecosystem has been well studied, it is important to explore this form of connectivity among humans. The objectives of this study were to determine and analyze the main barriers and enablers of connectivity and inclusivity in higher education teaching, learning, and operations, and to propose key action plans. By using LSP in our study, we explored a kinesthetic approach where participants from diverse age groups (20–56 years) and professional/academic levels built models and shared their stories with others. An evaluation of the workshop was obtained using questionnaires (open-ended and scale-based surveys). All the participants found the LSP useful for the overall experience, indicating a strong overall support for its use. In total, 75% of the participants found it valuable and 50% of the participants found the process “difficult”, particularly in group communication and model representation, which require further refinement. Participants’ responses showed that both affective and cognitive elements were active during the workshop, suggesting that this method encourages all voices to be heard. In addition, the methodology for problem-solving and entertainment is a promising pedagogical and andragogical tool for teaching in higher education and in non-academic settings. Full article
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19 pages, 1724 KiB  
Review
A Systematic Review of Strategic Supply Chain Challenges and Teaching Strategies
by Jérémie Katembo Kavota, Luc Cassivi and Pierre-Majorique Léger
Logistics 2024, 8(1), 19; https://doi.org/10.3390/logistics8010019 - 15 Feb 2024
Cited by 8 | Viewed by 12686
Abstract
Background: This study provides a comprehensive overview of current supply chain challenges and how they are taught within university circles or among supply chain professionals to simulate reality. Methods: The study applied a systematic literature review, using bibliometric co-citation and concept-centered [...] Read more.
Background: This study provides a comprehensive overview of current supply chain challenges and how they are taught within university circles or among supply chain professionals to simulate reality. Methods: The study applied a systematic literature review, using bibliometric co-citation and concept-centered content analysis for a comprehensive review of 118 relevant articles, leading to the identification of critical challenges in modern supply chain management. Results: These challenges include supplier selection and quality, supply chain networks, and sustainable supply chains. Supply chain educators are encouraged to use games that mirror real-world scenarios to teach these challenges. Results from this review underscore that existing games covered supply chain concepts such as the bullwhip effect, collaboration, networks, supplier selection, quality management, humanitarian logistics, sustainability, lean supply chain, Supply Chain 4.0, and perishable goods supply. Conclusions: The study’s contribution is to assist in selecting games tailored to the supply chain specific aspects and to guide developers in creating realistic games that address recent challenges in supply chain management. It recommends a holistic approach to enhance new supply chain game development, drawing from methodologies such as problem-based learning and Lego Serious Play. This multifaceted approach imparts practical knowledge and comprehensive skills for addressing supply chain intricacies in modern business settings. Full article
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11 pages, 1175 KiB  
Concept Paper
Researching Playfully? Assessing the Applicability of LEGO® Serious Play® for Researching Vulnerable Groups
by Agnes Kriszan and Birte Nienaber
Societies 2024, 14(2), 15; https://doi.org/10.3390/soc14020015 - 26 Jan 2024
Cited by 5 | Viewed by 4345
Abstract
Although in recent years plenty of work was published on LEGO® Serious Play®, there are only a manageable number of publications about its applicability in a research context. Undoubtedly, LEGO® Serious Play® can be a methodological enrichment particularly [...] Read more.
Although in recent years plenty of work was published on LEGO® Serious Play®, there are only a manageable number of publications about its applicability in a research context. Undoubtedly, LEGO® Serious Play® can be a methodological enrichment particularly for participatory research with people in vulnerable conditions. However, its utilization in research should always be well reflected and adapted to the specific research context. Based on experiences gained in the H2020 project “MIMY – EMpowerment through liquid integration of Migrant Youth in vulnerable conditions”, the following article depicts the potentials and limitations of LEGO® Serious Play® and critically assesses its value for research purposes. Full article
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15 pages, 2012 KiB  
Article
Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum
by Aldo Gordillo, Daniel López-Fernández and Jesús Mayor
Appl. Sci. 2024, 14(2), 830; https://doi.org/10.3390/app14020830 - 18 Jan 2024
Cited by 6 | Viewed by 3164
Abstract
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning approaches such as virtual reality serious games [...] Read more.
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning approaches such as virtual reality serious games and LEGO Serious Play. This article examines and compares the effectiveness for learning Scrum and related agile practices of a serious game based on virtual reality and a learning activity based on the LEGO Serious Play methodology. The presented study used a quasi-experimental design with two groups, pre- and post-tests, and a perceptions questionnaire. The sample was composed of 59 software engineering students, 22 of which belonged to group A, while the other 37 were part of group B. The students in group A played the virtual reality serious game, whereas the students in group B conducted the LEGO Serious Play activity. The results show that both game-based learning approaches were effective for learning Scrum and related agile practices in terms of learning performance and motivation, but they also show that the students who played the virtual reality serious game outperformed their peers from the other group in terms of learning performance. Full article
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24 pages, 5555 KiB  
Article
Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study
by Alberto Cerezo-Narváez, Antonio Córdoba-Roldán, Andrés Pastor-Fernández, Francisco Aguayo-González, Manuel Otero-Mateo and Pablo Ballesteros-Pérez
Safety 2019, 5(4), 81; https://doi.org/10.3390/safety5040081 - 8 Nov 2019
Cited by 18 | Viewed by 10542
Abstract
This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results [...] Read more.
This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams. Full article
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