The purpose of the research is to reflect upon how gamification works and whether Playing Lean meets the purpose of making people understand the method. The object of study will be Lean Friends AS's application of the board game Playing Lean as educational learning tool for understanding the Lean Startup Methodology, facilitated in workshops with introduction and debrief. There are several studies on learning effects from gamification and on game-based learning, but there are few studies on entrepreneurship and innovation games, and no known studies on games with an emphasis of conveying the Lean Startup Methodology. The topic of this thesis is gamification as a tool to learn entrepreneurship and innovation methodology, represented by Playing Lean, a board game innovation developed for learning the Lean Startup Methodology (LSM). Gamification as a concept has recently emerged and entered the field of learning in a range of areas, from business to education. The philosophy and method of Lean Startup has received increased attention in entrepreneurship and business practices. Gamification and the Lean Startup methodology have become buzzwords in academic literature and form the basis for this thesis.
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