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Taking the Playing Lean Experience Online

The Case of Using a Board Game to Teach Lean Startup Remotely

Part of the IFIP Advances in Information and Communication Technology book series (IFIPAICT,volume 610)


Using games and simulations to teach various lean methods and approaches enables the teacher to increase student’s participation and identify each individual’s challenges. Given the SARS-CoV-2 pandemic, most of the businesses and institution went into lockdown from early 2020, forcing the educators to deliver remote workshops. Playing Lean is a team-based board game in which players have to develop their business through iterative development and lean experimentation. The team that reaches early majority first—by crossing the proverbial chasm—wins. In this paper, the author explores how the game was adapted for teaching the lean startup method remotely.


  • Lean startup
  • Innovation
  • Entrepreneurship
  • Gamification
  • Educational games
  • Game-based learning

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  1. 1.

    Detailed coverage of how Playing Lean gamifies teaching Lean Startup is presented in [12].

  2. 2.

    Dr. Paige Wilcoxson and Priya Dasgupta-Yeung [16,17,18] offer several accessible texts on how to adapt workshop curriculum to the virtual classroom, grounded in their expertise with instructional design.


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Correspondence to Bruno Pešec .

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Pešec, B. (2021). Taking the Playing Lean Experience Online. In: Powell, D.J., Alfnes, E., Holmemo, M.D.Q., Reke, E. (eds) Learning in the Digital Era. ELEC 2021. IFIP Advances in Information and Communication Technology, vol 610. Springer, Cham.

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