Sustainable Production is a crucial topic that necessitates a comprehensive and effective educational approach to engage both current and future generations. This work addresses the gap in Sustainable Production education within higher education, focusing on challenges in engaging students through board games. This chapter critically reviews internationally recognized and commercially available board games on Sustainable Production through a SWOT analysis. Thus far, fourteen board games have been thoroughly analyzed. The methodology involved a comprehensive analysis of user feedback and online reviews for these games. Key strengths of the reviewed games encompass elements like group cooperation, competition, interaction, result integration, social learning stimulation, and critical thinking. Weaknesses may include traits that do not provide value due to limitations in fostering cognitive and tacit learning. Opportunities include low production costs and potential for digitalization. Among the main threats is the potential lack of stimulation for learning if the games fail to adapt to digital formats for the next generations of students.

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Critical Analysis of Sustainable Production Board Games

  • Sandro Gabriel Libretti Prestes,
  • João Victor Encide Salla,
  • Juliana Veiga Mendes,
  • Diogo Aparecido Lopes Silva

摘要

Sustainable Production is a crucial topic that necessitates a comprehensive and effective educational approach to engage both current and future generations. This work addresses the gap in Sustainable Production education within higher education, focusing on challenges in engaging students through board games. This chapter critically reviews internationally recognized and commercially available board games on Sustainable Production through a SWOT analysis. Thus far, fourteen board games have been thoroughly analyzed. The methodology involved a comprehensive analysis of user feedback and online reviews for these games. Key strengths of the reviewed games encompass elements like group cooperation, competition, interaction, result integration, social learning stimulation, and critical thinking. Weaknesses may include traits that do not provide value due to limitations in fostering cognitive and tacit learning. Opportunities include low production costs and potential for digitalization. Among the main threats is the potential lack of stimulation for learning if the games fail to adapt to digital formats for the next generations of students.