Utilizing Gamification in Lean Six Sigma Yellow Belt Training: A Survey-Based Study on Enhancing Learning in Higher Education
Keywords:
Gamification, Higher Education, Lean Six Sigma, Questionnaire, Yellow Belt TrainingAbstract
Lean Six Sigma is a methodology for improving processes and reducing waste. In higher education, traditional teaching approaches struggle to engage students and promote lasting knowledge retention. This research aimed to explore the effectiveness of gamification in the Lean Six Sigma Yellow Belt training program at Universiti Sains Malaysia (USM), focusing on its impact on engagement levels, knowledge retention, and the usefulness of gamified elements. A survey-based approach using pre-training and post-training questionnaires was designed and distributed to 24 students participating in the Lean Six Sigma Yellow Belt Wave 12 training. The collected data were analyzed using paired t-tests and descriptive statistics, including mean, median, and standard deviation, with SigmaZone software. The results showed statistically significant improvements in all measured areas. Engagement levels rose, especially through fun and motivating activities like the M&M Game and Jeopardy quiz. Knowledge retention increased, supported by simulations such as Legoliv and HELP Simulation, which helped transfer Lean concepts into practical application. Gamified elements such as simulations and interactive cooperation were rated most useful by participants. Overall, the findings confirmed that gamification is a valuable tool for improving student engagement, knowledge retention, and learning satisfaction in Lean Six Sigma training within higher education.







