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https://hdl.handle.net/1822/66126
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Campo DC | Valor | Idioma |
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dc.contributor.author | Pereira, Marcelo | por |
dc.contributor.author | Oliveira, Marcelo | por |
dc.contributor.author | Vieira, Andréia | por |
dc.contributor.author | Lima, Rui M. | por |
dc.contributor.author | Paes, Luciano | por |
dc.date.accessioned | 2020-07-23T17:32:44Z | - |
dc.date.available | 2020-07-23T17:32:44Z | - |
dc.date.issued | 2018 | - |
dc.identifier.issn | 1877-0509 | - |
dc.identifier.uri | https://hdl.handle.net/1822/66126 | - |
dc.description.abstract | Lean practices, because of their importance and effects on production processes, have contributed significantly to changes in the processes where they are successfully implemented, promoting the initiation of a process of cultural change within the organizations that have resulted in best practices in search of excellence operational. The combination of lean practices and the process of gamification enabled us to explore aspects related to the teaching-learning process through interactive and collaborative methods to boost knowledge of the teams and, so to speak, the organization. The case study of this work intends to share practical results of the adoption of the gamification processes, which allowed, through the integration and involvement of the work teams, the development of automated document control systems and self-assessment processes in the scope of the productive processes, as well as interactive training, as a component associated to the lean practices adopted by the company object of this study, and its contributions to the results of the organization in the scope of quality management, production, and management teams. | por |
dc.description.sponsorship | This research has been carried out as part of the Manufacturing Network 4.0 project, as funded by the Technicolor P&D program in partnership with FPF-Tech. The authors wish to thank the project partners for facilitating this work. | por |
dc.language.iso | eng | por |
dc.publisher | Elsevier 1 | por |
dc.rights | openAccess | por |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | por |
dc.subject | Gamification | por |
dc.subject | Lean practices | por |
dc.subject | Process automation | por |
dc.subject | Self assessment | por |
dc.subject | Team management | por |
dc.title | The gamification as a tool to increase employee skills through interactives work instructions training | por |
dc.type | conferencePaper | por |
dc.peerreviewed | yes | por |
dc.relation.publisherversion | https://www.sciencedirect.com/science/article/pii/S1877050918317307 | por |
oaire.citationStartPage | 630 | por |
oaire.citationEndPage | 637 | por |
oaire.citationVolume | 138 | por |
dc.identifier.doi | 10.1016/j.procs.2018.10.084 | por |
dc.subject.wos | Science & Technology | por |
sdum.journal | Procedia Computer Science | por |
sdum.conferencePublication | Procedia Computer Science | por |
oaire.version | VoR | por |
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Ficheiro | Descrição | Tamanho | Formato | |
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1-s2.0-S1877050918317307-main.pdf | 729,85 kB | Adobe PDF | Ver/Abrir |
Este trabalho está licenciado sob uma Licença Creative Commons