Course gamification: Applying the KANO model to gather student perceptions

Design for Six Sigma (DFSS) is a critical component of the Six Sigma methodology, focusing on product, process, and service design. DFSS is proactive, focusing on design rather than existing processes. Its wide application in various sectors, from manufacturing to service industries, has proven its effectiveness. Despite this, its adoption in education remains limited. This research explores the application of DFSS in education, particularly in redesigning a course through gamification to enhance student engagement. This study addresses this gap by illustrating how DFSS principles can enhance education, mainly through gamification. Gamification, incorporating game elements into learning, holds promise for engaging students and improving learning outcomes. Using the DMADV framework, the study defines project objectives, gathers the voice of the customer using the Kano model, analyzes survey data, designs gamification elements, and verifies their effectiveness through student feedback. Results indicate several attractive elements identified through the Kano model, such as smartphone integration and clear rules. Implementation challenges, particularly in a Jeopardy-style review session, are identified and addressed using DFSS tools such as failure mode and effects analysis. Subsequent surveys capture student feedback and suggest improvements, highlighting the iterative nature of DFSS. The study underscores the potential of DFSS in educational redesign, particularly through gamification, to enhance student engagement and learning outcomes. While focused on a specific course, the methodology's generalizability and applicability to diverse educational contexts warrant further exploration for broader implementation.

Authors

Publication Details

Journal
Journal of Management and Engineering Integration
Published
2024-10-01
DOI
https://doi.org/10.62704/10057/28462
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Course gamification: Applying the KANO model to gather student perceptions

Sandra L. Furterer, Elizabeth A. Cudney, Motohide Umano, Cintia Zuccon Buffon et al.
Journal of Management and Engineering Integration
Educational Games and Gamification
article

Course gamification: Applying the KANO model to gather student perceptions

Sandra L. Furterer, Elizabeth A. Cudney, Motohide Umano, Cintia Zuccon Buffon, Ahmad Elshennawy
article en

Abstract

Design for Six Sigma (DFSS) is a critical component of the Six Sigma methodology, focusing on product, process, and service design. DFSS is proactive, focusing on design rather than existing processes. Its wide application in various sectors, from manufacturing to service industries, has proven its effectiveness. Despite this, its adoption in education remains limited. This research explores the application of DFSS in education, particularly in redesigning a course through gamification to enhance student engagement. This study addresses this gap by illustrating how DFSS principles can enhance education, mainly through gamification. Gamification, incorporating game elements into learning, holds promise for engaging students and improving learning outcomes. Using the DMADV framework, the study defines project objectives, gathers the voice of the customer using the Kano model, analyzes survey data, designs gamification elements, and verifies their effectiveness through student feedback. Results indicate several attractive elements identified through the Kano model, such as smartphone integration and clear rules. Implementation challenges, particularly in a Jeopardy-style review session, are identified and addressed using DFSS tools such as failure mode and effects analysis. Subsequent surveys capture student feedback and suggest improvements, highlighting the iterative nature of DFSS. The study underscores the potential of DFSS in educational redesign, particularly through gamification, to enhance student engagement and learning outcomes. While focused on a specific course, the methodology's generalizability and applicability to diverse educational contexts warrant further exploration for broader implementation.

Journal of Management and Engineering IntegrationVol. 17(2)
Openalex Percentile: Top 76%
Educational Games and Gamification
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