The Big Book Of Six Sigma Training Games

Chris Chen


In Circulation

The quickest, easiest and most enjoyable way to get employees on track with Six Sigma concepts and tools

Each year Six Sigma methods save companies like Motorola, GE, Sony, and Microsoft billions that would have been lost to inefficiency in business processes. But learning Six Sigma methods can be a confusing experience, especially for people without a technical background. In this book, experienced Six Sigma trainer Chris Chen and Six Sigma Master Black Belt Hadley Roth take a proven, innovative approach to getting people from all experiential levels quickly up and running with basic Six Sigma concepts and tools.

The latest in the hugely popular Big Book of Games series, The Big Book of Six Sigma Training Games features 50 games, exercises and activities that provide an enjoyable, non-intimidating way to:

  • Acquaint employees with Six Sigma--what it is, where it came from and what it can do for them and their companies
  • Teach Six Sigma roles and organization
  • Familiarize teams with DMAIC, as well as Failure Mode Effects Analysis, Pareto charts and other key improvement tools
  • Gear teams up for success
  • Help them identify problems in business processes and generate innovative solutions

    All of the activities can be performed using common, everyday materials--such as playing cards, water, and paper clips--and each provides a thorough and enjoyable Six Sigma learning experience.

What will you learn from this book

  1. Interactive Learning: The book emphasizes the importance of interactive and experiential learning methods to enhance understanding and retention of Six Sigma concepts. Games provide an engaging way to reinforce key principles and encourage active participation.

  2. Team Collaboration: Many of the games in the book are designed to be played in teams, fostering collaboration and teamwork among participants. This mirrors the collaborative nature of Six Sigma projects, where cross-functional teams work together to solve problems and improve processes.

  3. Problem-Solving Skills: Through gameplay, participants develop critical thinking and problem-solving skills, which are essential for identifying and addressing issues in business processes. The games simulate real-world scenarios, allowing participants to practice applying Six Sigma methodologies to solve problems.

  4. Process Improvement: The book introduces various games and activities that focus on process improvement, a core principle of Six Sigma. Participants learn how to identify inefficiencies, eliminate waste, and optimize processes to achieve better outcomes.

  5. Data Analysis: Data-driven decision-making is fundamental to Six Sigma. The book includes games that help participants understand statistical concepts and practice data analysis techniques, such as collecting and interpreting data, creating charts and graphs, and performing statistical calculations.

  6. Root Cause Analysis: Identifying the root causes of problems is essential for effective problem-solving in Six Sigma. Games in the book teach participants how to conduct root cause analysis, using tools such as fishbone diagrams and Pareto charts to systematically identify and prioritize underlying issues.

  7. Quality Management: Six Sigma aims to improve quality by reducing defects and variations in processes. Games in the book focus on quality management principles, such as defining quality standards, measuring performance, and implementing control mechanisms to maintain consistency and reliability.

  8. Customer Focus: Customer satisfaction is a central goal of Six Sigma initiatives. Games in the book highlight the importance of understanding customer needs and expectations, as well as gathering feedback and using it to drive continuous improvement efforts.

  9. Change Management: Implementing Six Sigma often involves organizational change. Games in the book address change management concepts, such as overcoming resistance to change, fostering a culture of continuous improvement, and ensuring buy-in from stakeholders at all levels.

  10. Fun and Engagement: Finally, the book emphasizes the importance of making learning enjoyable and engaging. By incorporating games and activities into Six Sigma training programs, instructors can create a positive and dynamic learning environment that motivates participants to actively participate and apply what they've learned.

Language English
ISBN-10 0070603693
ISBN-13 9780070603691
No of pages 250
Font Size Medium
Book Publisher Tata Mcgraw-Hill
Published Date 01 Sep 2005

About Author

Author : Chris Chen

1 Books

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