Asao, Masashi (1990, ASQC) Tanabe Seiyaku Co., Ltd., Osaka, Japan
As an instrument for teaching statistical methods, we devised a computer game played to compete for the fastest findings of such a combination of previously selected experimental factors and the level of each factor as to produce the most optimal result, after analysis of data on a simulated factory experiment. With this game, one can learn, through dialogs with the computer, methods to design an experiment and to analyze experimental results. This game can also be played by a group challenging one particular subject, in which case each learner can acquire the technique of singling out one best method for the whole group after overall consideration of various opinions submitted by the co-learners. At least three pieces of similar games, developed in Japan, are utilized in educational seminars. I will present our experiences with such games, including the knowledge on the enhancement of learning effects as obtained in the course of the use of our own game over 10 years at JUSE-OSAKA seminars.