LEAN QUEST: GAMIFICATION IN TEACHING LEAN SIX SIGMA TOOLS

Authors

  • Enzo Gabriel Valente UniFacens
  • Larissa Valim Silveira UniFacens
  • Lucas Barbosa UniFacens
  • Olivia Barrao Avelhan UniFacens
  • Raquel Teixeira dos Santos UniFacens
  • Sofia de Freitas Martins Alves UniFacens
  • Centro Universitário Facens UniFacens
  • Evelyn Amanda de Abreu Lopes Ramos UniFacens

Keywords:

Gamification, Production processes, Knowledge retention, Sustainability

Abstract

The project proposes the development of a physical card game for teaching Lean Six Sigma, using gamification as an innovative pedagogical tool. The objective is to turn training into a dynamic, interactive, and playful experience, simulating challenges in production processes to enhance engagement and knowledge retention. According to Kapp (2012), gamification increases engagement by transforming educational activities into more meaningful experiences.

Published

2026-03-25

How to Cite

VALENTE , Enzo Gabriel; VALIM SILVEIRA, Larissa; BARBOSA, Lucas; BARRAO AVELHAN, Olivia; TEIXEIRA DOS SANTOS, Raquel; DE FREITAS MARTINS ALVES, Sofia; CENTRO UNIVERSITÁRIO FACENS; DE ABREU LOPES RAMOS, Evelyn Amanda. LEAN QUEST: GAMIFICATION IN TEACHING LEAN SIX SIGMA TOOLS. Journal of Innovation and Science: research and application, [S. l.], v. 5, n. 2, 2026. Disponível em: https://joins.emnuvens.com.br/joins/article/view/1397. Acesso em: 11 may. 2026.