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Page 1: Bringing Games into the Classroom in Teaching Quality · PDF fileBringing Games into the Classroom in ... principles of Total Quality Management ... Bringing Games into the Classroom

Bringing Games into the Classroom inTeaching Quality Control*

G. GARY WANGDept. of Mechanical and Manufacturing Engineering, The University of Manitoba, Winnipeg, Manitoba,R3T 5V6, Canada. E-mail: [email protected]

The increasing pressures from students, industry, government, and accreditation organizationsdemand a paradigm shift in engineering education to turn the focus of education from instruction tolearning. In the course of Quality Control at the University of Manitoba, the concepts andprinciples of Total Quality Management (TQM) are usually taught through a series of lectures.Given the fact that few of the students have had any industrial experience, traditional lectures onthis topic tend to be boring and ineffective. This work developed a game approach to simulate thedynamics between the customer and competitive manufacturing companies. Students were dividedinto one customer group and a few competitive manufacturing groups/companies producing mapleleaf bookmarks. By role-taking and game playing, students gain a quick appreciation of four of thesix main TQM concepts, i.e., management commitment, customer satisfaction, action of all, andcontinuous improvement. Based on students' feedback, this approach was proved to be effective inteaching abstract concepts and in giving students a certain level of real-world experience. Thespecific game designed in this work might be tailored for teaching other industrial engineering andmanufacturing courses. The game method, as a general approach, might be further studied anddeveloped for engineering education.

BACKGROUND

PARADIGM SHIFT IN EDUCATION. Today'sengineering education in many schools and uni-versities, more or less, still follows the traditionalformal instruction and knowledge deliveryapproach. This traditional approach was referredas the instruction paradigm by Barr and Tagg [1],who noticed in 1995 an education paradigm shiftfrom the traditional instruction paradigm to learn-ing paradigm for the undergraduate education in alldisciplines. The new learning paradigm promotesthe theory that knowledge is not delivered but isconstructed, created and `gotten'. In the newparadigm, the center of education is learning, notinstruction. The learning environments and learn-ing process are cooperative, collaborative, andsupportive. Faculties are primarily designers oflearning methods and environments rather thanprimarily lecturers. The learning paradigm,however, does not prohibit lecturing. Lecturingbecomes one of many possible methods, all eval-uated on the basis of their ability to promoteappropriate learning.

What constitutes appropriate learning is anongoing research topic. It is generally believed,however, the assessment of learning in the cog-nitive domain should address the students'knowledge and skills of manipulating, applying,analyzing, synthesizing, and evaluating knowledge[2, 3]. Wiggins [4] even stated that the assessment

of performance of exemplary tasks was the root ofthe so-called authentic assessment. Chisholm [5]confirmed that by saying `while the knowledgebase is important, it is of even greater importancethat students understand and can use the know-ledge and thus develop capacity.'

Falling in the traditional instruction paradigm,many of the engineering programs are still basedon knowledge push with little or no time given tothe development of understanding and applicationof knowledge [5]. Demands from the industry,government agencies, engineering accreditationboards, and students exert great pressure to engin-eering schools for a paradigm shift. In NorthAmerica, accreditation boards such as CEAB andABET recently put a strong emphasis on thedesign education in engineering to train studentswith the ability to manipulate, apply, analyze,synthesize, and evaluate the knowledge that theygain in the school [6]. In Europe [3], the overallobservation was that `the education of engineers ischanging rapidly from the traditional chalk-and-talk approach to one that emphasizes understand-ing as well as acquisition of knowledge through anincreasing involvement in project/problem-basedactivities.' Today in the era of information explo-sion and fast development of engineering disci-plines, knowledge updates quickly. The capabilityof evaluating knowledge, acquiring knowledge,and applying knowledge becomes more and moreimportant for future engineers. Engineer schoolshave to face the challenge to realize as soon aspossible the shift from instruction paradigm tolearning paradigm.* Accepted 3 February 2004.

678

Int. J. Engng Ed. Vol. 20, No. 5, pp. 678±689, 2004 0949-149X/91 $3.00+0.00Printed in Great Britain. # 2004 TEMPUS Publications.

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NONTRADITIONAL METHODS INENGINEERING EDUCATION

Kardos [7] stated that the most important con-dition for all learning is the interest of the learner.The traditional lecturing-receiving approach putsthe instructor to the center of the learning environ-ment, but the subjects of learningÐthe studentsÐassume a passive role. Cameron [8] showedthat students learnt more and were more highlymotivated when they were actively, rather thanpassively, involved in the learning process.Research in education revealed that traditionallecturing resulted in the lowest retention of contentmaterial in comparison to the other methods oflearning as shown in Fig. 1 [9, 10].

Among many nontraditional methods devel-oped in the last few decades, the case-basedmethod has been well known and relatively inten-sively studied as compared to other nontraditionalmethods [7, 12±18]. In the case-based methods,students are presented with well-designed, real-world or close-to-real-world industry situationsfor analysis, discussion and solutions. Such anapproach enhances the interaction betweenstudents and faculties, stimulates students' inter-ests, and motivates students for more in-depthlearning [17]. The problem is that it is founddifficult to design cases. American Society of En-gineering Education (ASEE) archived many cases;interested readers can contact ASEE for thosecases. Another similar method is the project/problem-based method. By working on a real-world engineering project/task, students enhancetheir cognitive abilities by solving problems, eval-uating, criticizing and creating solutions; they alsoneed to act independently, be self-motivating andcope flexibly with new situations. The project/problem method is currently used in many schools,for ecample, in course projects and capstone designcourses, as a supplement to the mainstream tradi-tional lecturing method.

In parallel with the case-based and the problem-based methods is the cooperative learning. Thoughcooperative learning can be independent from theformer methods, they are most often mixed upwith each other. The common form of cooperativelearning is team learning. Michaelsen and Black

[19] said that the team learning solution was togroup students into small `thinking teams' of fourto six and to have them try out their applicationand analysis skills on each other in those teams.When interpreting new concepts and applyingthem to new situations, students can receive feed-back on his/her understanding with other studentsinstantly. Cameron [8] pointed out that the socialside of learning was an important motivator aswell. She said that we enjoyed a course because ofour interactions with other students. The moremeaningful these interactions, the more warmlywe remember the course and its designer. Onenoteworthy point in cooperative learning is thegroup assessment as well as the individual account-ability [20, 21].

Role-playing and workplace simulation isanother nontraditional method in engineeringeducation. Role-playing, that is, students areasked to play the role of key individuals in casesituations, was thought to be able to providevariety to classroom teaching [2, 18]. Sullivan [22]simulated a real-world working place situation forthe training of technical writing. Simpson [23]designed a manufacturing simulation by makingpaper airplanes to demonstrate the differencebetween craft production and mass production.Gibson [3] also documented that students weregenerally keen to become involved in role-playsettings.

Recently, Thompson [6] documented the studiopedagogy for teaching engineering design. Hefound that students took ownership of their educa-tion and created their own individualized learningexperience through this approach. They believethat studio pedagogy realigns engineering educa-tion with the future of engineering practice. More-over, Chisholm [5] proposed the work-basedlearning approach, that is, students receive engin-eering education at the work place. Chisholmbelieved that the work-based learning couldenhance lifespan learning and emotional intelli-gence (non-cognitive factors such as personality,creativity and innovation, and entrepreneurialfactor).

Elshorbagy and SchoÈnwetter [11] categorizedteaching methods to three types, namely deductiveinstruction or traditional lecturing, discussion orfacilitative instruction, and inductive instruction.Deductive instruction starts from lecturingabstract knowledge and then the application ofthe knowledge, which is the approach of tradi-tional lecturing. Discussion instruction, similar tothe case learning methodology [16], encouragesstudent participation and in-class discussion toincrease the interaction between the teacher andstudents. Inductive instruction reverses the processof deductive instruction, in that students areencouraged to find the knowledge by themselvesby exploration, discussion, acting, and so on. Thiscategory may include problem-based method, role-playing and simulation, and studio pedagogy.

Elshorbagy and SchoÈnwetter [11] believed that

Fig. 1. Increasing student learning as a result of teachingtechnique [9, 11].

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inductive instruction followed by deductiveinstruction had the potential to be an efficientway of teaching engineering. McKeachie [24] alsoproved, and Van Djik and Jochems [25] confirmed,that active learning methods generally resulted ingreater retention of memory, superior problem-solving skills, more positive attitudes and highermotivation for future learning. Students like class-rooms that involve active learning and teachersfind such classes more enjoyable and less boring[26]. The common concern of teachers that theywill not get enough material across in interactivelectures seems to be invalid as Van Djik andJochems [25] demonstrated that the interactiveapproach was more beneficial compared to tradi-tional lecturing. The interactive lecture increasesstudent motivation, accommodates individualdifferences in their preferred ways of reachingunderstanding, increases learning interests, andalso results in a better command of the sameamount of knowledge as compared with the tradi-tional lecturing approach.

THE COURSE OF QUALITY CONTROL

Quality Control (QC) is an important topic inmanufacturing engineering. The QC course at theUniversity of Manitoba covers many topics suchas the concepts of quality control, Total QualityManagement (TQM), statistical process control(SPC), acceptance sampling, design of experiments(DOE) and Taguchi's method, as well as conceptssuch as Six-Sigma and Poka-yoke. The first sectionto be taught was the TQM. TQM entails six mainconcepts, including management commitment,customer satisfaction, action of all, continuousimprovement, supplier partnership, and perfor-mance measurement. These concepts are difficultto apprehend for people having no prior industrialexperience. The students taking this course are intheir final year of engineering. However, few ofthem have had real-world working experience in amanufacturing company. Lecturing to studentswith no prior experience on TQM will likelyresult in students' rote memorization, which willonly be in their short memory [27].

To interest and motivate students in the learningof TQM, this work proposes a game approach. Inthis approach, students not only take roles but alsoparticipate in a simulated competitive manufac-turing setting. The game was originally designed togive students a certain level of real-world experi-ence to help them apprehend the textbookconcepts. It is then found that it incorporatesmerits of the case-based method, problem-basedmethod, cooperative learning, and role-playingand simulation. The following sections documentin detail the game approach developed in thecourse of Quality Control, which was taught inthe winder semester in 2002 from September toDecember at the University of Manitoba.

THE GAME APPROACH

If the traditional lecturing approach were to beused, TQM theories would be covered in fivelectures with 50 minutes each. Instead of purelecturing, a game approach was applied first toaddress mainly the first four concepts of TQM,namely, the management commitment, customersatisfaction, action of all, and continuous improve-ment. Three lectures were spent on the game andrelated discussions. Two traditional lectures coverthe last two concepts of TQM on the supplierpartnership and performance measurement. There-fore, the new approach by combining games andtraditional lectures took the same amount of timeas pure lecturing.

The entire game is comprised of three classes:the preparatory class, the game class, and thereview class. The detailed description of thedesigned game is in Fig. 2; the description washanded out to each student in advance. Thefollowing sections will describe the activities andobservations in each class.

Preparatory classIn a preparatory class before the game, 22

students in the class were divided into threemanufacturing companies of 6 students each, anda customer group of four. Among the 22 students,only four of them have had industrial experience.These four students formed the customer group.The rest of the students were numbered 1, 2, and 3in order according to their sitting positions in theclassroom. Then all the 1s form a group; all the 2sare in one group, and 3s in one group. Thisapproach was used to prevent close friends beingin a group by assuming close friends tend to sitclose to each other. These three groups are calledmanufacturing companies. The team division tookabout five minutes.

Students in manufacturing companies are thenassigned each of five different roles: one CEO, onedesign engineer, two production engineers, onemarketer, and one quality inspector. Each groupsubmitted the record of each team member's roleto the instructor. In the meantime, the customergroup decided on which product they wanted thecompanies to produce. In this case, the gamedescription only specifies `a maple-leaf souvenir'.The customer group soon decided on the mapleleaf bookmark because it was easy to make in classand simple enough for comparing the products ofthe three companies. The customer group alsodecided that $1 was the price they would pay fora hand-made bookmark. They defined that such abookmark should function as a bookmark, havemaple-leaf patterns or symbols, be visually appeal-ing, and be low in cost. After these decisions weremade by the customer group, marketers of eachcompany were allowed to interview the customergroup to collect information, thus simulating themarket analysis process. This process took about15 minutes. Then the students were informed that

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the game would start a week from the preparatoryclass. Each manufacturing company should comeup with a product design and a production andinspection strategy, prepare all the raw materialsand tools, and be ready for production for the nextclass. After this, the companies stayed for the restof the class for meetings. The customer group alsostayed for tasks such as role assignment, design ofspecial checks, determining the book keepingmethod, and deciding on quality evaluationcriteria.

Students in the preparatory class showed amixture of excitement and confusion. Questions

such as who should prepare the raw material andtools were raised. It was observed that two groups,Group 1 and 3, had serious and long discussionwith task distribution at the end of the meeting.Group 2 stayed only for a short while. Whenasked, they said they knew what to do.

Game classA week later came the game class. At the

beginning of the class, the instructor emphasizedthat the goal of the game was not to find out whowould win or lose, and that if anyone got emotion-ally charged, certain measures would have to be

Fig. 2. Description of the game.

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taken. Safety was also emphasized as tools such asscissors were used. After the announcement, thegame started. The first round of the game lastedabout 15 minutes. Then the manufacturing compa-nies submitted their products to the customergroup, who evaluated product quality and decidedon a price they would pay for the products andissued a special `check' to each company. Themarketers of each company were allowed to talkto the customer group, seeking specific feedbackon their products. Afterwards, the second round ofthe game started. After about 10 minutes, the gameended and customer evaluation process wasrepeated. The class ended on time.

Observations of round 1Group 1 had an attractive yet simple product

design (see Fig. 3). They used a Canadian penny,

which has a pattern of two maple leaves. The coinwas laid on a piece of white paper with two colorstripes at each side. The assembly was laminatedusing MACtacTM films. Then a hole was punchedand a string was attached. The production of thedesign should be simple and quick. But Group 1ran into a state of chaos at the beginning. Inaddition, team members sat in two right-angledrows, which made the communication and mate-rial transfer difficult. Members sat in randomwithout consideration of the workflow. The bottle-neck of the production was the cutting operationsince there were many cuttings involved (cuttingthe color stripes, the bottom paper, and thelaminate films). However, Group 1 had only onecutter, which slowed down the entire productionprocess. The pressure of making more products inthe given time caused hasty work by the cutter,

Fig. 2. (Continued).

Table 1. Record of product value of each company (unit price times the number of products)

Group 1 Group 2 Group 3

1st Round $0.94 *6� $5.64 $0.75*4� $3 $1.08*16� $17.282nd Round $1.11*17� $18.87 $0*8� $0 $1.05*22� $ 23.1

Total $24.51 $3 $40.38

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which resulted in a high scrap ratio. The poorfacilities planning and assembly line balancingwere the major reasons for the low productionrate in the first round (only 6, as shown in Table 1).

Group 2's product design consisted of twomaple leaves (one overlaid on the other) with ajellybean inserted in between (see Fig. 4). Thisdesign failed to acknowledge the fact that thebookmark had to be functional as a bookmark,i.e. a flat surface would be required. It was foundlater in the review class that the company marketerdid not even know they were making a bookmark.Secondly, the hand cutting of the maple leafpattern might be time-consuming and inconsistentunless some templates were used. The tapes joiningthe two leaves were visually unappealing. Whilethe game started, only three members of thecompany showed up. The CEO of the companywas about 5 minutes late and the marketer 10

minutes late. The other member missed the class.The CEO brought with him some new materials,indicating that he had some other designs in mind,which was confirmed later. The CEO's design,however, was not adopted for probably tworeasons. First, by being late he had lost the respectfrom the other team members. Second, some of theproducts had already been made. The miscommu-nication problem plagued Group 2 and the moraleof the team was low. The production process wasdisorganized with too much waste and work inprocess (WIP). Three members were constantly inidle. Only 4 products were made during the firstround.

Group 3's design was the simplest, in which tworeal maple leaves were laminated by using theMACtacTM films (see Fig. 5). They reorganizedthe desks in a circle and streamlined the workflow.All the team members worked simultaneously and

Fig. 3. Products of Group 1: (a) a product from the first round; (b) a product from the second round.

Fig. 4. Products of Group 2: (a) a product from the first round; (b) a product from the second round.

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no obvious idling was observed. The morale washigh. They produced 16 bookmarks in the firstround.

The customer group soon voted on the qualityof each group's products. Using the baseline of $1,they complimented Group 3's design and theconsistency of their product, and gave them aunit price of $1.08. They liked Group 1's designbut noted that their products were of obviouslydifferent size (due to the cutting operation.) ThusGroup1 only got a unit price of $0.94. Thecustomer group also commented on the weaknessof Group 2's design, such as the lumpy surface, thenegative visual effect caused by the tape, and theinconsistency of the maple leaves. The instructoralso went to each group reminding them of issuessuch as facilities planning, line balancing, designsimplification, and so on.

Observations of round 2In the second round, Group 1 improved their

workflow and task distribution. They also changedthe color of the stripes from dark brown to brightred to improve the product's esthetics. As a result,they were paid $1.11 for each product and 17were produced in 10 minutes (as compared with6 produced in 15 minutes in the first round.)Group 2 kept falling apart. They kept the olddesign. One member told me that the jellybean inthe product was meant to be eaten first and thentheir bookmark would be flat. Unfortunately thisargument was never conveyed to the customer

group. Team members started to joke around.Group 3 accepted the comments from the custo-mer's group by making a longer bookmark.However Group 3's quality inspector lowered thestandard in order to produce more products. Somevery poor quality products were sent to the custo-mer at the end of the game, which brought downtheir overall quality rating and thus the unit pricewas reduced from $1.08 to $1.05. Group 3 evenmade a special bookmark as a marketing gift forthe chair of the customer group, simulating somemarketing measures utilized by industries, whichwas appreciated by the customer group.

Table 1 lists the value of each company, whileassuming the manufacturing costs for the threecompanies are the same for simplicity. As one cansee from Table 1, though Group 3 produced themaximum value of products, Group 1 had the fastestgrowth speed. Group 2's products were rejectedbecause they didn't listen to the feedback of thecustomer group from the first round and no signifi-cant design improvement was made. Moreover, amember of Group 2 insulted the customer group.

Review classIn the following review class, all companies

presented their answers to the three questionsposted in the game description (Fig. 2).

1. Why did your company win (or why not)?2. What could have been done better?3. Who influences the product quality, and in

what way(s)?

Fig. 5. Products of Group 3: (a) a product from the first round; (b) a product from the second round.

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The customer group and the instructor alsoreviewed the game and presented their observa-tions and comments on the game. The review classwas fun since it was focused on their own story. Itwas also informative as most of the studentsarticulated very well on issues such as managementcommitment, team work, and the impact of eachrole on the quality. For readers interested in thespecific impact of each role, please refer to ref. [28].The CEO of Group 2 reflected that they had learnta lot from the game as well. He summarizedthe reasons why they lost the game, includinglack of communication, low CEO commitment,poor process and production management, lowmorale, and insulting the customers. Some otherthings that students had learned were alsopresented, for ecample, the application of know-ledge learned in other courses such as productionmanagement and facilities planning, methods ofimproving quality, and so on. Some students alsoexpressed the desire to have more rounds.

The game significantly eased the lecturing on thetopic of TQM. Among the six basic concepts ofTQM including management commitment, cus-tomer satisfaction, actions of all, continuousimprovement, supplier partnership, and processperformance measurement, the first four wereeasily explained by referring to the game we hadplayed. In the two ensuing lectures on TQM, thelatter two concepts were explained in more detail[11]. The three game-related lectures and twoformal lectures on TQM, in total, took exactly 5classesÐthe same amount of time scheduled as ifusing the traditional lecturing approach.

Lecture on control charts using game dataFollowing the TQM philosophy, the control

chart was the first statistical tool introduced.Control charts are often applied to measure the

quality of an operation or a process, identifypotential problems, and guide process improve-ment. It usually requires 25 subgroups of datawith 4 observations in each subgroup. To relatethe control charts with their `industrial experience'gained in the game, the products produced byGroup 3 were used. Unfortunately the totalnumber of products available was too small.Thus in this case, each product was assumed torepresent one subgroup and the range of variationswithin each subgroup had to be represented by arandom number. Students constructed controlcharts to measure the length of the bookmarksmade in the first round and the ones in the secondround. With the assumed variation ranges, thecontrol charts demonstrated that in the firstround, Group 3's cutting operation (to get theexact length) was under control and the one inthe second round was out of control, whichconfirmed the evaluation results of the customergroup.

SURVEY RESULTS AND ANALYSIS

At the end of the course, a simple survey washanded to each student to measure the effect of thegame approach on learning. The survey is shownin Fig. 6.

As shown in Fig. 7, 80% of students agreed orstrongly agreed that the game approach was moreeffective in delivering the concepts with only 5%disagreed. 65% of students agreed or stronglyagreed that the control chart exercise using thegame data was useful and interesting with a higherpercentage (20%) disagreeing. This might be due tothe big group size in constructing the controlcharts. Since only two groups of game data(Group 3's products in Round 1 and 2) were

Fig. 6. Questionnaire for student feedback.

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used, students were divided into two big groups of11 each. In addition, only product data fromGroup 3 were used, which might have distancedmembers of other groups.

For Question 3, the students' comments arelisted in Table 2. Some obviously identicalcomments are grouped into one comment (with anumber attached at the end to indicate the numberof occurrences). From students' comments, the`hands-on experience' was highlighted. The classwas thought of as `fun' or `interesting'. Manyaddressed that they learned a lot from the game.Students also enjoyed the enhanced interactionand teamwork with classmates. One studentcommented on the value of learning from`mistakes'. In the `Things I didn't like' column,the preparation of material and extra time spent onthe project were complaints that appeared anumber of times. This was likely due to the factthat most of the students had a busy schedule andthe game was considered as `extra'. Such a percep-tion may be related to the scheme of studentevaluation. The only student evaluation used inthe course as related to the game was `studentparticipation'. Maybe more direct linkage betweengame participation and student evaluation needsto be established, so that the work will not beconsidered `extra'. Moreover, to prepare materialsand tools for the students beforehand might limittheir creativity and also bring difficulties in mana-ging the hardware for the department. Alsostudents thought the game was too short and

more rounds should be carried out. In the `sugges-tion' column, it seems that finding ways to involveeverybody more and to establish clearer rulesneeds to be considered.

Comments on Question 4 are listed below.

. I enjoyed this course.

. I thought the class was well done and I enjoyed it.I feel that I learnt and understood the material.

. Good job.

. The bookmark game really stands out.

. This is a very interesting class, interactive, funand interesting.

. We learned many applicable skills in an interest-ing manner.

. This course was taught and run in a relaxedmanner.

. I think for this term that I learned the most from thisclass. I believe that the knowledge I gained fromthis course is valuable and I will use in my career.

. I really liked your approach towards learning.

DISCUSSION

According to students' survey results, the gameapproach described in this work seems to besuccessful in motivating students, rendering them`hands-on experience', and helping them to under-stand abstract concepts.

The game approach documented in this workshares some similarities with the case learning

Fig. 7. Survey results for Question 1 and 2 (total responses: 20).

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methodology with noticeable differences. Kardos[7] defined an engineering case as a writtenaccount of an engineering activity as it wasactually carried out. In case learning methodol-ogy, the in-class discussion is the main format oflecturing. On the other hand, the game approachsimulates a real-world working environment andstudents take specific real-life roles. Referring toFig. 1, the game approach relates to the `practiceby doing' and `teaching others' techniques whilethe case learning method relates to the `discus-sion groups' technique. Notwithstanding thedifference, both the game approach and thecase learning approaches are interactive learningand inductive instruction methods. The gameapproach is similar to a problem-based methodas both demand student groups design a solu-tion. However, the game approach is differentfrom the problem-based method, as the latterdoes not have to simulate an environment anddoes not require students taking roles. Theproblem in the game approach is not a singletask; it involves the whole manufacturing busi-ness including product design, productioncontrol, marketing, and quality control. It is asimulation of the real-world manufacturing en-vironment. The game approach could be consid-ered as a role-playing and simulation method.However, it differs from the latter as the game isthe key that links all the activities and roles. Thegame automatically organizes the simulationprocess, people and activities. From this regard,Simpson's simulation [23] is a game approach. Itcould also be considered as a cooperative learningapproach from a broader perspective, becausestudents work in a team to acquire knowledge,apply their skills, and receive feedbacks from otherteams. The game approach differs from the

commonly used cooperative learning approach asin the game approach multiple types of teamscould be involved and interaction between teamsis a must.

From the students' feedback, the gameapproach confirms the effectiveness of inductiveinstruction. The game designed in this coursemight be tailored for other manufacturing topicsand courses even for the second and third yearstudents, such as facilities planning, productionmanagement, assembly line balancing, and designfor manufacturing/quality. The game approachmight be used in general to bridge the gap betweenstudents' lack of experience and textbook content,and to change the format of lecturing from deduc-tive to inductive instruction, or a combination ofboth.

The developed game approach, however, couldbe improved from the following perspectives:

1. After the first two rounds of competition andthe review class, one more game can be playedto allow the students apply what they learnedinto practice. Having understood their pro-blems, Group 2 might be happy to have anotherchance and so positive performance improve-ment might be made. Group 1 might out-per-form Group 3 as their growth rate is the highestin the second round. Group 3 would be furtherchallenged if they would like to keep theirleading position. The extra round of the gameafter reviewing and formal feedback shouldenclose the learning loop from acquiring theknowledge to applying the knowledge. Theextra round should also produce more datafor the construction of control charts. Thedrawback is that one more lecture hour wouldbe needed.

Table 2. Comments for Question 3.

Things I liked Things I didn't like Suggestions

. Really good hands-on experience on quality control (4)

. Helped me remember who is responsible for quality

. Enjoyed the game and learnt a lot.

. It broke up the tedium of lectures

. Physical representation of material

. Being interactive

. Highlighted QC issues without direct lecture

. See the entire flow and the associated QC issues

. Helped understanding and appreciating some of the concepts

. Encouraged creativity

. Really made the material `come to life' and a good way to get a graspon concepts

. To see the course information in action

. Learned the effect of certain company roles and how they impact theother `departments'.

. It would be difficult to learn what I learned if my group was not asdysfunctional as it was.

. It illustrated the concept well.

. Helped everyone get to know each other (4)

. Learned from others' ideas

. Social interaction

. Team work and atmosphere (2)

. Open discussion

. Fun/interesting (4)

. Should be anotherround.

. It was done tooquickly.

. Not enough time (2)

. Hard to get organized

. Judges are subjective

. Some person gotupset and defensivewhen he lost

. Materials were hardto find

. Extra work outside ofthe classroom

. Find materials byourselves (2)

. We have to buymaterials.

. More clear andstrictly enforced rules(2)

. Smaller groups

. More time forpreparation

. Some groups didn'ttake it seriously ordidn't involve much.(3)

. Provide basic toolsand material andrequire that thegroups use what theyget.

. No improvement isneeded (2).

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2. Students participation in the game is onlyassessed through the participation mark,which accounts only 1~2% of their final mark.A more comprehensive assessment strategycould have been designed to address the stu-dents' organization, progress, level of efforts,and contribution [4, 29]. The individualaccountability was not addresses in the evalua-tion either [20].

3. The manufacturing cost analysis and cost ofquality might be incorporated into the game toaddress the performance measurement conceptof TQM.

For a complete study, it would be ideal to conducta comparison on students' learning results by usingthe game approach and the traditional lecturingapproach on the same topic. The learning resultscould be evaluated by a traditional exam onknowledge, writing an essay on a related industrycase to test their ability of knowledge analysis,synthesis, evaluation and application, or byasking them to do an exam on the topic after afew years to test their memory retention. Unfortu-nately there was no control group for such acomparison at the time.

To explain why Group 2 didn't function well inthe game, the average GPA of the groups werecompared. The average GPA of Group 2 was infact higher than those of the other groups. There-fore the problems of Group 2 could not beattributed to its members being `poor students.'One observation on Group 2 was that no femalestudent was in that group while the other twogroups had a mix of both sexes. This might be a

factor causing the dysfunction of Group 2. Never-theless, Group 2 provided examples of manycommon problems in industry, which enhancedlearning and helped the instructor illustratingTQM concepts.

CONCLUSION

This work documents in detail a game played inthe course of Quality Control at the University ofManitoba in teaching the concept of Total QualityManagement (TQM). The game simulates theoperation of manufacturing companies and theinteraction of companies with customers andcompetitors. In the game, students are encouragedto obtain the knowledge by themselves in aninteresting and real-world setting. Then studentspresented what they have learned to the class. Sucha game approach integrates merits from the case-based method, project/problem-based method,cooperative learning, and role-playing and simula-tion method. Based on students' feedback, thisapproach was proved to be effective in teachingabstract concepts and in giving students a certainlevel of real-world experience. The specific gamedesigned in this work might be tailored for teach-ing other industrial and manufacturing courses.The game method, as a general approach, might befurther studied and developed for engineeringeducation.

AcknowledgementÐThe author would like to thank Mr. MarkHubert and anonymous reviewers for their valuable commentson the manuscript.

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G. Gary Wang received his Ph.D. in 1999 at the Department of Mechanical Engineering,The University of Victoria, Canada. From 1996±1999, he had been working on fuel cellstack and system design with the fuel cell leading company Ballard Power Systems. In July1999, Dr Wang joined the University of Manitoba as an assistant professor. Dr Wang'sresearch interests are in the area of approximation-based optimization, complex designoptimization, CAD/CAM, and artificial intelligence. He is currently the director ofConcurrent Design Optimization Laboratory and an associate professor at the Universityof Manitoba.

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